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    Default The Thespian of Many Roles: Master of Masks Meets the (Extreme) Method (Acting)

    Ladies and gentlemen; children of all ages! Outsiders and Eldritch Abominations too!

    Come one! Come all!

    ...missed me? I think not, but given I've taken a rest on posting stuff...

    In case you don't know, I'm a big fan of classes and PrCs that have some sort of combination of abilities. Bards and factotum are great examples, even though my favorite is by far the Paladin (but you know that already). Likewise, PrCs such as Eldritch Knight or Fist of Raziel are classes I could try (though the former much, much late as there's both Hexblade and Duskblade and I'm not a big fan of arcane magic). And, of course, the "jack-of-all-trades" PrCs such as the Chameleon and...

    ...well, I'd love to say the Master of Masks, but there's one wee problem to it. Quite frankly? It's a bit too weak.

    For example: it's on Complete Scoundrel, one of the latter Completes books released, and at the time where 3.5 was mature enough. The developers had released the Races classes before, and also Magic of Incarnum, which allowed for a slight hint of experimentation. That means the PrC should be pretty good. But...Comp. Scoundrel is a bit notorious because not all PrCs are considered must have. You could consider Spellwarp Sniper and Uncanny Trickster.

    Speaking of Uncanny Trickster...! It's one of the two classes that have the unusual trait of advancing class features directly, rather than simply spellcasting or something else. That makes Uncanny Trickster one heck of a class. Uncanny Trickster is great for any class that's built with skill-monkeying in mind, such as Rogues, Bards and whatnot.

    But, when you see Master of Masks...you see it advances spellcasting. So...the requirements, the progression, the artistic flair...it seems a perfect class for bards. So...why I can't find any use for it as a Bard?

    So, if not a bard, then what else? Spellthief? Nah, doesn't advance Steal Spell nor other abilities, doesn't advance Sneak Attack... Factotum? Factotum is already a great class, and MoM kinda hinders it (but it mingles well with the Gladiator mask, actually). Binder? Doesn't advance soul binding, and it doesn't get spells, so...

    I'd hope that the progression was the only thing, but then I found even more problems. The masks themselves are another big problem. You get to build only a few masks, and while they augment as you gain levels, they only grant a few powers. Sure, they're useful (Feather Fall at will, a variety of buff spells and whatnot), but you can only have one of them active. The trick with changing masks is nice, but it doesn't work well until latter levels.

    It's this feeling that the class is great, but it falls so short from the goal, it hurts. Thus, as usual, it is my task to refine it so that it becomes worthy of use in tables, and for this one PrC, I've gone far and beyond. If the Master of Masks is an artist, why focus only on the masks? (Well, there's a reason, but...) Thus, the shift has gone for something that actually exists in the real world, but obviously not supernaturally-empowered: method acting.

    Thus, without further ado, allow me to introduce to you, the one, the only...!

    THESPIAN OF MANY ROLES

    Requirements
    To become a thespian of many roles, a character must fulfill the following criteria:
    Skill: Bluff 8 ranks, Craft (maskmaking) 8 ranks, Disguise 8 ranks, Perform (acting) 8 ranks
    Feats: Versatile PerformerCAdv, any one of the following: Deceitful, Persuasive, Skill Focus (Craft, Disguise or Perform)
    Special: Must have done one of the following actions: convincingly interpret a character on a story upon no less than 100 individuals; successfully impersonate an individual fooling even that person's friends or associates; fool the same person with no less than 3 different roles with a minimum amount of disguise in less than one week.

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    Very fluffy prerequisites, don't you think?

    As you might notice, both Rogues and Bards easily enter, though Bards benefit the most (then again, you don't need to be a Bard to benefit from Versatile Performer. Factotum are nice too.

    Most of the requirements, aside from the feats, are prerequisites that the Master of Masks already have. The special requirement, the biggest fluff-based requirement, has been improved a bit, as it doesn't require one specific task to follow, but rather one of three tasks that require extreme acting skills, which make good use of the feats you require in order to enter. The original is the second special requirement, in case you're curious, but most people will probably look to work with the third requirement as it's probably the easiest (since it can be fulfilled faster, and you can find an easy mark to fool. The DM is always open for ideas, but the thing is that it should be a fluff requirement that shows you have the talent to interpret one role very well, or interpret many roles effectively (thus, in one way or another, show an impressive talent for impersonation and acting to motivate the masters of this discipline to teach you).


    Class Skills
    The thespian of many roles class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Int), Hide (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Move Silently (Dex), Perform (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex) and Use Magic Device (Cha).
    Skill Points at Each Level: 6 + Int modifier

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    One thing you'll notice is that the thespian has a class list that's a mixture between the rogue and the bard, and one that has pretty much ALL the skills meant to fool people (including Forgery, the one skill that can't be fooled that easily). The large amount of skill points per level allows bards or rogues to retain many of their class skills' progression almost intact. It holds not just Forgery, but also the ever-useful UMD, in case you need to impersonate a mage a wee bit better.

    However, one thing you'll notice is that, with the combination of class skills and class-based skill bonuses AND the mask's bonuses to skills, the class is definitely one heck of a skill-monkey. You'll see eventually.


    {TABLE=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Class Features|Masks Known
    1st|+0|
    +0
    |
    +0
    |
    +0
    |Role masks, acting specialization|
    --
    |
    2

    2nd|+1|
    +0
    |
    +0
    |
    +0
    |Alter ego, hidden mask|+1 level of existing class features|
    3

    3rd|+2|
    +1
    |
    +1
    |
    +1
    |Mask specialist|
    --
    |
    4

    4th|+3|
    +1
    |
    +1
    |
    +1
    |Compound acting (2 masks. move)|+1 level of existing class features|
    4

    5th|+3|
    +1
    |
    +1
    |
    +1
    |Alter ego|
    --
    |
    5

    6th|+4|
    +2
    |
    +2
    |
    +2
    |Acting skill mastery|+1 level of existing class features|
    5

    7th|+5|
    +2
    |
    +2
    |
    +2
    |Compound acting (3 masks, swift)|
    --
    |
    6

    8th|+6|
    +2
    |
    +2
    |
    +2
    |Craft Wondrous Item, alter ego|+1 level of existing class features|
    6

    9th|+6|
    +3
    |
    +3
    |
    +3
    |Compound acting (face items)|
    --
    |
    7

    10th|+7|
    +3
    |
    +3
    |
    +3
    |Compound acting (4 masks, swift)|+1 level of existing class features |
    7
    [/TABLE]

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    Medium BAB, all three poor saves...what's the deal with this chassis? Have you gone MAD!?!?!?!

    ...Nope, not really. Actually, it makes sense.

    See: since the masks provide a bonus to attack bonus and saves, it balances out. And, since you're gonna wear masks all the time, you'll always have the benefit.

    As you can see, it's a 10-level class with half advancement, but half of the best advancement around, which is class feature advancement. This means that, if you have the skills on, say, a Marshal or Samurai (who get abilities that don't progress by level), you can advance them!!

    ...Though, let's be honest: you'll want them to advance Hellfire Warlock and, I dunno...those classes that have only a few levels but grant scaling bonuses. That'll be discussed later.

    Also, you'll notice that you don't have automatic access to all masks, or that you'll have access to ALL masks, but you'll get access to a sizable amount of them. On the other hand, you'll get access to a great deal of them, and be capable of using them at the same time, something the old MoM couldn't do.

    You'll also notice you eventually get Craft Wondrous Items for free, whether you're a spellcaster or not.


    Class Features
    The following are class features of the thespian of many roles
    Weapon and Armor Proficiency: The thespian of many roles gains no proficiency with any weapons or armor. However, wearing a mask may grant the thespian temporary proficiency in certain weapons.

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    That bit is important to clear, because there are a few masks that grant special proficiencies, arguing to the class they represent. These proficiencies are temporary, but are important if you wish to duplicate the target class' properties.


    Class Feature Advancement: At every even level, the thespian of many roles gains class features and an increase in effective level as if it had also gained a level in a class to which it belonged before adding the prestige class level. Class features improved include spellcasting ability, but do not include the benefit of the class' Hit Dice, base attack bonus progression, skill points or saving throws. If the thespian had more than one class before becoming one, he or she must decide to which class to add each level for the purpose of determining class features.

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    As I mentioned before, you get advancement on a class' features, not just one of them (such as their spellcasting ability). Thus, if you're...say, a factotum, you advance Arcane Dilettante, their abilities and whatnot. That means you end up as a 15th level Factotum if you enter at 10th level on the class.

    Now, what if...say, you wish to combine Chameleon with Thespian of Many Roles? Or Hellfire Warlock? Well...thing is, since this is the first time I deal with this kind of awesome advancement, I have to set up some clear defaults. And, sadly to say, that means the default advancement applies only to base classes. Yup, you can't advance PrCs with it. However, how do I help you guys (or rather, how do I cause more controversy)? If the DM chooses that one prestige class could be advanced through Thespian of Many Roles, then the DM has the potential to ignore the default and apply it, on a case-by-case basis.

    The default to base classes is necessary, as it's important to make things clear. You can't really dip into Thespian to advance class features as fast as you'd like, but on the other hand, since it's meant to be a general default for whenever I experiment with other "class feature advancement" progressions, if there's a moment where there's a dip-worthy class, it'll be handled before it's even written.

    Pre-emptive nerfing. For your safety.


    Role Masks (Ex or Su): The thespian of many roles is more than just a master of method acting; it is the consummate master of impersonation, to the extent it has trained in many forms of art and has acquired a great deal of power. However, as any good actor would tell, being an actor implies more than knowing lines and assuming an identity; the actor's props are just as important. Thus, a thespian focuses its incredible talent in the creation of "role masks" or "persona masks", which he or she uses to emulate the general archetype of the character wishing to interpret. By wearing one such mask, the thespian can easily emulate a brave fighter, a powerful spellcaster, or even the creatures of the Outer Planes.

    At 1st level, the thespian gains the ability to craft his or her own "role masks" to wear. Crafting a role mask requires an expenditure of 100 gp (or more) and at least one day of work, as well as succeeding on the Craft (maskmaking) check mentioned below. The thespian begins with knowledge of two role masks (which indicate characters he or she knows deeply), but as the thespian progresses on levels he or she acquires the knowledge of extra role masks, as indicated above. A thespian may only use role masks he has crafted himself, and no one else (not even another thespian of many roles) may benefit from a persona mask that he or she creates (but see the special benefit under Craft Wondrous Item, below).

    To gain the benefit of the role mask, the thespian needs only to wear it. Although the thespian must enter into the correct attitude and assume the right role of the mask's archetype, wearing the mask serves as an enabler to his or her impressive acting skills. Once it is worn, the mask's benefit immediately applies.

    All masks have three or four main benefits. The first is that the mask enables certain actions that are crucial to the archetype; a thespian of many roles using the chevalier mask gains abilities related to those of a knight. The second benefit, closely related to the first, is that the mask further enables certain benefits of classes in which the thespian has already progressed; thus, if the thespian of many roles was originally a knight, wearing the chevalier mask may provide an increased benefit at all levels. The third benefit is that the mask conceals the thespian's actual alignment, replacing it (for the purpose of spells and abilities that detect alignment, but not those abilities that depend on alignment unless the thespian reaches 7th level) with an alignment appropriate to the mask. The fourth benefit involves the temporary acquisition of hit points, better attack progression, improved saves and bonuses to certain skill points just by wearing the mask; these abilities are always extraordinary in origin and work even if the thespian is under an antimagic field or dead magic zone. Unless indicated on the mask description, all abilities provided by the masks are supernatural abilities, providing the exceptions mentioned above. If the mask grants the ability to use spell-like abilities, the master of masks may only use them once per day (unless indicated on the mask description). The thespian decides which spell-like abilities will be used at the first moment the mask is worn in the day; once chosen, the thespian may not alter this choice until 24 hours have passed. As well, if the thespian uses one of the selected spell-like abilities, removes the mask, and then wears it again before 24 hours have elapsed, the thespian does not recover the use of the spell-like ability until the thespian is capable of altering the choice of spell-like abilities.

    One persona mask may be worn at any moment (and at latter levels, more than one at once), occupying the eye lenses/goggles body slot. Wearing a role mask is treated as if using a magic item, so any magic item worn on the face or the eyes is rendered inactive while using the role mask (until 9th level).

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    Here is it: the main feature of the Thespian.

    There's little to explain on the concept of Role Masks, other that they take the original traits of the Master of Masks' Persona Masks and improve them a bit further, at least as further as "make them comparable or superior to the Chameleon's Aptitude Foci".

    Ideally, the masks work under the "Magic Feather" concept, but with a proper subversion. That subversion is that the "feather" serves as a focus, so they can't use their abilities without wearing the mask, but they are well aware that their abilities aren't granted by the mask: instead, they are trained to emulate all these concepts. This is partly why the mask replacements are so cheap: they're simply focus for their abilities, those they know on their own.

    Explanation of each mask will be given on their own description.


    Role Masks and Incarnum: If a thespian of many roles has the ability to bind soulmelds to its brow chakra, he or she may gain a further benefit by binding the role mask. The bonuses are as follows:
    Angel: +1 bonus on damage rolls against evil creatures
    Ascetic: +1 bonus on damage rolls with unarmed strikes or special monk weapons
    Assassin: +2 bonus on damage rolls when flanking a creature or attacking a creature denied its Dexterity bonus. Creatures immune to critical hits or sneak attacks take no damage.
    Chevalier: +2 bonus on damage rolls when charging while mounted.
    Dragon: +1 bonus to natural armor (which stacks with the natural armor bonus provided by the dragon mask).
    Faceless: +3 bonus on Disguise checks.
    Fey: +1 bonus to saving throw DC of enchantment spells and spell-like abilities.
    Fiend: +1 bonus on damage rolls against good creatures.
    Gladiator: +1 dodge bonus to Armor Class.
    Hierophant: +1 bonus to saving throw DC of divine spells.
    Jester: +1 bonus on damage rolls when using thrown weapons.
    Lich: +1 bonus to saving throw DC of necromancy spells
    Magus: +1 bonus to saving throw DC of arcane spells.
    Minstrel: +1 bonus to either attack rolls, weapon damage rolls or Will saves versus charm and fear when using bardic music.
    Oracle: Treat manifester level as 1 higher when using clairsentience powers or psi-like abilities
    Prince: +3 bonus on Disguise checks
    Saboteur: +2 bonus on Disable Device and Open Lock checks
    Savage: +1 bonus on damage rolls when attacking with natural weapons. Unlike other masks, the savage mask may be bound to the totem chakra, if open.

    When binding a role mask, the meldshaper thespian loses the ability to bind a soulmeld to the same chakra. This restriction is lifted at 9th level.

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    Caught you unaware, right?

    Since the role masks are basically magic items, there's a good reason why to bind them to the brow chakra, one of the greater chakra binds around. Each choice is thematic, often improving the powers of the existing mask in one way or another.

    Now, you might notice they're pretty minor, almost inconsequential. Why so? Well, the slight problem with binding stuff that's not a soulmeld implies that they get only minor bonuses. Have you noticed that the Magic Items section in Magic of Incarnum grants bonuses based on the magic items you wear and bind, but that those bonuses are pretty minor? By necessity, the bonuses provided by the role masks should fit the suggestions given; it's best when you act within the framework of existing content. The bonuses provided by role masks are slightly better, though, or distinct enough.

    Now: do you consider the bonuses decent, or in dire need of a boost, thus ignoring the section? Spending a feat to get the brow chakra for some minor bonuses can be a bit...underwhelming, so I'd like to hear your thoughts on it.


    Acting Specialization: The thespian of many roles is dedicated to the performing acts, and thus it may expand on those acts with little effort. Bluff, Disguise and Perform are always considered class skills for the thespian, and he or she may advance them by spending a single skill point even if taking a level of a class that does not have them as class skills.

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    As I mentioned, you'd get some class-based benefits to skills, and in this case, you get three pretty good feats as permanent class skills. Bluff and Disguise are much more useful than Perform (unless you're a Bard), but they're nonetheless VERY useful. Bluff is particularly useful, both to alter the emotions of people and also for feinting (and later on, with Epic applications of skills, to implant suggestions), so making it a permanent class skill means you'll be capable of advancing them when you take levels in classes that don't provide them, in case you wish to exploit them.


    Alter Ego (Sp): A thespian of many roles is extremely well-versed on the technique of method acting and learning the roles of characters to create the most life-like, realistic impersonation. At times, the thespian identifies with one of the roles it has interpreted, and develops a mystical connection with the mask that allows it to impersonate it, to the extent that the thespian gains the uncanny ability to become the character, physically and mentally.

    Starting at 2nd level, the thespian establishes an identity based on a character interpreted. This alter ego has its own distinct physical characteristics, quirks, preferred clothing, amongst others. This alter ego is associated to one of the roles of the mask, which restricts the general purpose of the identity into encompassing that of the interpreted role. So as long as the thespian wears the mask and gains access to its full powers, the thespian can switch its form at will between its normal identity and that of the alter ego. This ability works like the alter self spell, except as follows: the thespian may only assume the appearance of the alternate identity. The caster level for the ability is equal to the thespian's class level. The thespian's identity may be that of a humanoid or monstrous humanoid of up to 5 HD, but all other factors such as age, gender, height and weight are left to the thespian, so as long as it meets the requisites (for example, a dwarf couldn't have a height of more than 5'5", the height of the tallest dwarf, nor have a weight exceeding 196 lbs.) If the role mask is destroyed or otherwise lost, the thespian loses the ability to impersonate its alter ego until it replaces it.

    At 5th level and again at 8th level, the thespian gains access to another alter ego. If the thespian chooses to make an alter ego from the angel, dragon, fey, fiend or lich masks, the thespian is treated as an outsider, fey, dragon or undead in order to define its shape, and the limit for assumed HD increases to 10. However, if using one of these masks, the thespian's transformation is merely cosmetic; the thespian gains no access to the extraordinary, supernatural or racial qualities of the creature.

    A thespian may "retire" an existing alter ego and form a new one. To do so, the thespian must destroy the mask with the alter ego and spend 1 week crafting a new mask and assuming the qualities of the new alter ego while wearing it; at the end of the week, the thespian may assume the new identity as usual.

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    Interesting ability, eh?

    When looking at the Complete Scoundrel book, I couldn't help but notice the Mountebank, right after the Master of Masks. It's an interesting, albeit underwhelming class, but it has one of the most fluffy and flavorful abilities around. Basically, you have one of the best 2nd level spells usable at-will, but without the flexibility it provides.

    Since you probably don't want to hang around wearing a mask that probably reveals what you are, Alter Ego exists to help you on tasks such as espionage or passing-by, hiding all your masks and probably also your magic items. While the Faceless mask grants a much better ability, it means always wearing a mask, so this gives a breather in case you like the idea of assuming other forms.

    This version is even more limited, as you need to assume an identity tied to the mask you're using (so, if you're using the Prince mask, you need to assume a lordly identity, while if you're using the Hierophant mask, you need to assume a priestly identity and if you're using the Ascetic mask, you need to assume the identity of a poor, but skilled, monk), but it eventually allows you to assume a much wider set of identities. For example: did you know a Nymph has only 6 Hit Dice? With your increased Hit Dice range, you can look exactly as a nymph does if wearing the Fey mask, or look like...say, a Succubi or Erinyes while wearing the Fiend mask, or even...hey, how about a Young Black Dragon if using the Dragon mask, with the wings allowing you to fly? I mean, think about it: you can fly as a dragon (probably better!), you breathe fire as a dragon, you cast spells as a dragon, you maul people as a dragon, you probably speak as a dragon...then, why wouldn't people consider you a dragon? Or better yet, actual dragons themselves!? Sure, you don't get their extraordinary, supernatural or special qualities, but the mask already provides you with a few of them, so it's not like you're missing on anything.


    Hidden Mask (Su): While a mask reflects the character, sometimes it is necessary to show the facial expressions that are best left to make-up and skill. A thespian may find at times that the best mask he or she can wear is his or her own face, as few will truly recognize his or her true identity once immersed. Beginning at 2nd level, the thespian of many roles can make any mask he or she wears 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's visible.

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    Erm...after all that diatribe of how Alter Ego makes your masks invisible...here comes an ability that makes masks invisible. While still wearing them.

    ...Well, sometimes, you don't want to force yourself into an alter ego to hide your masks, so why not have the ability to hide them AND the alter egos? That said: it's basically the same ability as that of the Master of Masks: it's a legacy ability.


    Mask Specialist (Su): A thespian of many roles draws the essence of interpretation through masks, so it makes sense that he or she develops an intricate knowledge on how to draw the utmost amount of power from a mask. Starting at 3rd level, the thespian innately enhances the abilities of any item worn on the face (generally masks, but on occasions the power extends to goggles or similar items that allow hiding part of the user's face). If the mask creates an effect that requires a saving throw, the DC is equal to 10 + the thespian's class level + the thespian's Charisma modifier or two higher than the normal, whichever is higher. If the mask grants a bonus on a roll (such as attack rolls, damage rolls, saving throws, skill checks or ability checks), the bonus increases by half the thespian's class level. Otherwise, the mask's caster level is treated as equal to the thespian's class level or two higher than the norm, whichever is higher. Role masks are not considered magic items for purposes of this ability; only actual magic items worn on the face qualify.

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    So, to compensate: how about making a class feature that makes any non-role mask (or face item) you wear even more awesome!? Is that great?

    ...You need an example? Fine, here's some examples. How about this little puppy suddenly getting a DC of 25, instead of 20? Something more? How 'bout this one, this one or this one? These are nice effects which all of a sudden gain a boost to DC because they're part of the same face slot as the masks. That implies, of course, not wearing a mask...until 9th level, that is, where you can equip the masks AND also magic items at the same time. Nifty one, huh?


    Compound Acting (Su): At 4th level, a thespian of many roles has expounded upon his acting techniques, and thus has assumed the ability to blend roles. A fell lich could seem like a benevolent prince in disguise, or the characterization calls for twins with widely differing abilities. As well, the thespian may be forced to assume more complex roles, which blend from the traits of two base roles. By wearing more than one mask and applying the techniques of method acting and immersion into the character, the thespian of many roles gains the ability to assume traits of two different roles, but at a minor cost.

    While wearing a role mask, the thespian can don a second one without taking the first. While wearing the second mask, the thespian may choose which mask to make visible and which to make invisible; the visible mask is treated as the "primary" mask, while the hidden mask is treated as the "secondary" mask. While wearing both masks, the thespian gains the benefits of both masks, but whenever the mask provides benefits based on class level, the secondary mask is treated as if the thespian was of three levels lower. For example, a 4th level thespian could wear an assassin mask as a primary mask and a saboteur mask as a secondary mask; he would be treated as a 4th level thespian for the assassin mask's benefit, but as a 1st level thespian for the saboteur mask's benefit. Extraordinary benefits granted by the mask (such as an increase in BAB, bonus to skills or saving throws, proficiencies or extra hit points) do not stack, but overlap; thus, the same 4th level thespian wearing the assassin and saboteur masks would be proficient with shortbows, shortswords, hand crossbows, a single exotic weapon of his or her choice (via saboteur), light armor, light shields; gain the ability to place poison as a move action without penalty; have a +2 bonus on Fortitude saves against poison and Reflex saves (from the assassin's higher bonus), a +2 bonus on all Disguise, Hide and Move Silently skills, and no bonus on Appraise, Disable Device, Forgery, Open Lock, Search and Use Rope skills (because of the effective class level for the saboteur mask), as well as the 4th level benefits of the assassin and the 1st level benefits of the saboteur. A thespian must always treat the dragon, fey and lich masks as primary masks in order to draw their power (this restriction is alleviated at later levels). Furthermore, the thespian may exchange his or her primary and secondary masks as a move action. If binding a role mask into the brow chakra (see Role Masks and Incarnum, above), only one role mask may be bound, regardless of its position.

    At 7th level, the thespian gains the ability to wear a third mask. The thespian must identify which of the masks is primary (and hence visible), secondary, or tertiary. A tertiary mask's benefits are as if the thespian was of six levels lower. The thespian may wear a dragon, fey or lich mask as a primary or secondary mask; if wearing an angel or fiend mask, these must be primary. Furthermore, the thespian may exchange his or her primary, secondary and tertiary masks as a move action, but he or she may only switch two masks (thus, he may switch his or her primary and tertiary masks, or his/her secondary and tertiary masks, or his/her primary and secondary masks).

    At 9th level, the thespian may benefit from a magic item that occupies the face, the eyes or the goggles and still gain the benefit of the role masks. If the thespian has the ability to bind role masks to his or her brow chakra (see Role Masks and Incarnum, above), the thespian may bind a single role mask and either a magic item or a soulmeld into the same chakra when reaching 9th level.

    At 10th level, the thespian gains the ability to wear a fourth mask. As usual, the thespian must identify which of the masks is primary (and visible), secondary, tertiary and quaternary. A quaternary mask's benefits are as if the thespian was of nine levels lower. The thespian may wear a dragon, fey or lich mask as a primary, secondary or tertiary mask and an angel or fiend mask as a primary or secondary mask. Furthermore, the thespian may exchange the order of any of his/her masks as a swift action, not just two.

    Some masks may not combine properly. The angel, fey and fiend masks have alignment restrictions, so the thespian wearing such a mask cannot wear another that allows it to assume an alignment without at least one shared component). Likewise, the assassin and chevalier masks do not combine properly, nor the prince and savage masks.

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    Here's the skill that makes the Thespian of Many Roles a true jack-of-all-trades PrC. By "compounding", or choosing to wear more than one mask and apply the powers of both (one to a full degree and another to a lesser degree), you can, as mentioned, create more complex classes. For example: how do we make a Paladin? The Prince, Chevalier and Hierophant masks have traits of each, but if you're just using one, you can't really emulate the class. However, how about mingling, say, the Chevalier and the Prince? All of a sudden, you get a knight that commands people and has the "healing touch", which makes being a Paladin a bit more viable. Add Hierophant at 7th level or so, and you get spells alongside it. How can you not be considered a Paladin afterwards? The smite? Bah, you can fake it! How about a gish (of any kind), a mystic theurge? Just mix and match! How about an angelic dragon knight? That...that'll be harder, but fire away! At 10th level, the sky's the limit!

    Another benefit is the ability to keep your role mask benefits and still use magic items in your face slot, and even use soulmelds on your brow chakra! Takes a while, but it's definitely worthwhile.


    Acting Skill Mastery: At 6th level, a thespian of many roles is so sure of his or her abilities at acting, that it may take 10 on any Bluff, Disguise, Forgery, Gather Information and Profession skills even if stress and distractions would otherwise prevent it.

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    If you're meant to be a skill-monkey that specializes in acting, you'd better darn be capable of doing it blindfolded and while in peril. Thus, you may take 10 on the skills that allow you to act better, plus Gather Information (you'll never know when you need it) and Profession (in case you need to act as a sailor while guards look after you, wearing the Faceless mask, while trying to convince the sailors you're one of them as a sea serpent strikes the harbor or something). In most cases, it actually involves you being capable of taking 10 on the skill, even if it doesn't allow you to.


    Craft Wondrous Item: At 8th level, a thespian of many roles gains the Craft Wondrous Item feat as a bonus feat, even if he or she does not meet the prerequisites.

    A thespian of many roles may create any item worn on the face, such as masks, eye lenses or goggles even if he or she has no spellcasting ability; however, the thespian must emulate the spell by succeeding on Use Magic Device check against a DC of 20 + the level of the spell to emulate. For every spell the item requires, the DC of the check increases by 5. The thespian may only create magic items worn on the face by these means, and only items that the thespian has knowledge about (for example, items on the Dungeon Master's Guide or the Magic Item Compendium). Other requisites may be covered by similar Use Magic Device checks. In the case of custom-made items, the thespian must have the item in question at hand or have the item's crafter during the crafting procedure. In the case of crystal masks and psionic items, the thespian is treated as if having the Craft Universal Item feat for those traits, but instead of Use Magic Device, the thespian requires Use Psionic Device instead.

    A thespian of many roles may use this feat to imbue his or her role masks with special qualities, which allow them to count as magic items on their own right. Anyone whom equips these special role masks may gain the benefit of the magic item special quality but not that of the role mask itself (thus, an ascetic mask of Concentration may provide the Concentration bonus, but not the ascetic's benefits).

    Finally, a thespian may create a "lesser" role mask which grants only a partial benefit, but that can be worn by any individual. The cost to create one is of 1000 gp and 40 xp, and requires 1 day of crafting. All lesser role masks have a caster level of 5th. Anyone who wears the lesser role masks gain the following benefits:
    Angel: fly, as the spell, for up to 5 rounds as a swift action three times per day.
    Ascetic: Improved Unarmed Strike and Improved Natural Attack (unarmed strike) as bonus feats while wearing the mask
    Assassin: +1d6 sneak attack damage
    Chevalier: once per day, lure a single enemy into attacking you for 5 rounds as a swift action. The creature is entitled a Will save with a DC of 15 to negate the effect. A character with the knight's challenge and test of mettle special abilities instead gains an extra use of knight's challenge while wearing the mask, but once worn, the use does not regenerate until 24 hours have passed; the DC of the effect is equal to the test of mettle effect instead.
    Dragon: resistance 10 to a single energy type (except sonic); once per day unleash a breath weapon that deals 2d8 points of damage of the same element as the energy resistance.
    Faceless: disguise self as a 5th level sorcerer once per day; +1 competence bonus on Disguise checks
    Fey: charm person as a 5th level sorcerer once per day (DC 13)
    Fiend: use summon monster III as a 5th level sorcerer once per day, but only to summon evil creatures
    Gladiator: +1 competence bonus on attack and damage rolls when wielding a martial or exotic weapon; proficiency with all exotic weapons
    Hierophant: use bless, cure light wounds, protection from evil and sanctuary as 5th level cleric, each once per day
    Jester: use Tasha's hideous laughter as a 5th level bard once per day (DC 13)
    Lich: use ghoul touch as a 5th level sorcerer once per day (DC 13)
    Magus: use burning hands, detect magic, grease, magic missile and shield as a 5th level wizard, each once per day
    Minstrel: gain a +2 bonus on a single skill check once per day
    Oracle: use destiny dissonance, detect psionics, precognition and sense link as 5th level psion, each once per day.
    Prince: use enthrall as a 5th level bard once per day
    Saboteur: use knock as a 5th level wizard once per day
    Savage: gain the benefit of the rage spell as if cast by a 5th level sorcerer, except the effect applies only to the wearer.

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    This is an addition I'm particularly fond of, if only because it's creative.

    If you're part of a spellcasting class, that means you can create magic items as you desire, without having to spend a feat on it. Not only that, you can craft a wide variety of magic items. This also helps those classes that are feat-starved but have some degree of spellcasting ability and for some reason managed to get to this class (hey, what if somehow a Paladin manages to get in? They get spellcasting ability, after all).

    But, what if you don't have spellcasting ability? Entering as a rogue, or as...say, a ninja? Well, in this case, you have a specialized version of the class feature, which only allows you to craft magic items for the face slot, using UMD to emulate the spells. Thus, you have pretty much no excuse to craft those nifty magic items for the face to boost with Mask Specialist. Part of being a Thespian (and the legacy of being the improvement to Master of Masks) is that they craft their own masks, and thus they MUST have a superb crafting skill. Luckily for us, the PrC lost its focus on masks (well, a little at least), and thus the limitation no longer applies to masks. Or, well...magic items, since you're considered to have Craft Universal Item in order to make psionic items (or, if you're going with the MIC rules, basically having both).

    So, what about those "lesser" role masks? Well, this allows your allies to share some of your class features, granting them the traits that the old Master of Masks once provided, but not limited to one person. I actually liked the powers of the masks, so I decided that they'd be "lesser" masks that could become decent magic items for people to wear. Don't let people tell you that the Thespian isn't a team player. Or a decent money-maker.
    Last edited by T.G. Oskar; 2012-12-04 at 05:08 AM.

  2. - Top - End - #2
    Troll in the Playground
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    Default Re: The Thespian of Many Roles: Master of Masks Meets the (Extreme) Method (Acting)

    Role Masks
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    Angel (Craft DC 35)
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    The mask is formed of flawless alabaster, with runes written in the Celestial language adorning the forehead as a crown, and with edges rimmed by downy feathers. The image is that of an androgynous face with its eyes serenely upturned to the heavens. Unlike other masks, this mask may only be worn by a thespian of good alignment, and crafted by a thespian of 7th level or higher. The thespian appears to be lawful good or neutral good (his or her choice) when wearing an angel mask.

    At 7th level, the thespian develops the ability to fly at a speed equal to twice his or her land speed with good maneuverability. To use this ability, the thespian must already have wings, or wear wing props or a winged cape. While wearing the mask, the thespian gains resistance 10 to electricity attacks and resistance 20 to acid and cold attacks, a +4 bonus on saves against poison, the ability to speak all languages (as if using the tongues ability). The thespian gains the ability to choose up to one spell-like ability per two class levels (rounded up, maximum of 5 spell-like abilities) from the following domains: Good, Healing, Luck, Protection, Sun or War, as if prepared by a cleric of the thespian's class level (or the thespian's divine spellcasting level, if higher).

    At 10th level, the thespian develops a protective aura as that of an angel, or an aura of menace as that of an archon. The choice must be done each time the mask is worn for the first time in the day, and may not be changed.

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    The Angel mask doesn't represent any class: rather, it represents a lesser outsider, most probably a Ramadeen or Protectar (Miniatures Handbook, for the curious) with some magical powers. The Angel mask makes for Archons and Angels: mix the Fey mask for Eladrin, and the Savage mask for Guardinals if you need them.

    If you choose the Angel mask for one of your Alter Egos, you can assume the form of any low HD outsider with the good subtype, of which there are very few. Of those, you could become...say, a Hound Archon, or a Lantern Archon, or maybe (with some effort) a Musteval, Lupinal, Cervidal, Coure, Firre...the possibilities are as endless as the books you have. Other masks grant the same benefit.


    Ascetic (Craft DC 20)
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    This mask is intricately etched, detailing an old and wise man (or woman), carved in simple wood (but one of high quality) and showing many wrinkles and signs of age. The eyebrows, forehead, beard and moustache of the mask are done with straw, and the mouth has a wide and hearty grin. The thespian appears to be lawful good or lawful neutral while wearing an ascetic mask.

    The thespian gains Improved Unarmed Strike as a bonus feat, and its unarmed strikes deal damage as those of a monk of its class level (unless the thespian already does higher damage). The thespian gains proficiency with the kama, nunchaku, sai, shuriken and siangham if it doesn't already. As well, the thespian gains 1 hit point per class level, a +1 bonus to all saving throws at 1st level and every three class levels afterwards, and a bonus equal to half the thespian's class level on all Balance, Climb, Hide, Jump, Listen, Move Silently, Spot and Swim.

    At 1st level, the thespian may use his or her Wisdom modifier (instead of Strength) to her attack and damage rolls when attacking with her unarmed strikes, simple weapons, or special monk weapons. As well, the thespian gains the Stunning Fist feat as a bonus feat, and is treated as a monk of the thespian's class level for purposes of determining daily uses (thus, the thespian has daily uses equal to his or her thespian class level, plus 1 for every four non-thespian, non-monk class levels while wearing this mask).

    At 4th level, the unarmed strikes of the thespian are treated as if magic weapons (if the thespian had monk levels, he or she is treated instead as a monk of the thespian's class level). As well, the thespian gains access to a single maneuver (which can be used only once per encounter) as a swordsage with an initiator level equal to the thespian's class level (plus any levels in swordsage).

    At 7th level, the thespian may expend a daily use of her Stunning Fist feat as a swift action to restore the use of an already expended maneuver, or recover hit points equal to the thespian's class level (plus any levels in monk) times his or her Wisdom modifier. The thespian gains the Spring Attack feat as a bonus feat (even if he or she does not meet the prerequisites). As well, the thespian's access to maneuvers increase to 3 (of which she may ready only two, usable only once per encounter) and gains access to one stance (which she may shift as a swift action) as if he or she were a swordsage of the thespian's class level.

    At 10th level, the thespian may expend a daily use of her Stunning Fist feat to use dimension door as a move action, except she may make a standard action afterwards. The thespian gains spell resistance equal to 10 + the thespian's character level. As well, the thespian's access to maneuvers increase to 5 (of which she may ready only three, usable only once per encounter).

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    The Ascetic mask, obviously, represents the Monk, and to an extent the Swordsage. You thus get maneuvers, and also supernatural powers. A mix of Ascetic and Jester (and maybe Faceless) makes for an awesome Ninja, if you don't think of Sneak Attack; otherwise, look down.


    Assassin (Craft DC 20)
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    This mask is crafted from hardened black leather and metal slits covered by a black cloth covering the mouth area, covering the head and forming a shadow over the eyeslots. The thespian appears to be lawful evil, neutral evil or chaotic evil (his or her choice) when wearing this item.

    The thespian gains proficiency with the shortsword, shortbow and hand crossbow, as well as light armor if it doesn't already. While wearing the mask, the thespian may place poison in a weapon without risk as a move action. As well, the thespian gains a +1 bonus to Fortitude saves against poison and Reflex saves at 1st level and at every three class levels afterwards (4th, 7th, 10th), and a bonus equal to half the thespian's class level on all Disguise, Hide and Move Silently skills.

    At 1st level, the thespian can deliver a sneak attack that deals an extra 1d6 points of damage when flanking an opponent or at any time in which the target would be denied its Dexterity bonus. The thespian also gains the uncanny dodge special quality while wearing the mask; if it has the ability already, it gains improved uncanny dodge instead, and levels in the thespian of many roles prestige class stack with levels in classes that grant uncanny dodge.

    At 4th level, the sneak attack damage dice increases to 2d6, and the thespian may poison a weapon as a swift action. Whenever the thespian attacks with a poisoned weapon, the saving throw DC for the weapon increases by 1.

    At 7th level, the sneak attack damage dice increases to 3d6, and the saving throw DC when attacking with a poisoned weapon increases by 2. The thespian also gains the evasion special ability while wearing the mask; if it has the ability already, it gains improved evasion instead.

    At 10th level, the sneak attack damage dice increases to 4d6, and the saving throw DC when attacking with a poisoned weapon increases by 3. If the thespian studies his or her enemy for three rounds, it may make a death attack as an assassin of his or her class level. If the thespian was an assassin, the rounds of study are reduced by 1, and the thespian's time frame to make a death attack is doubled (six rounds instead of three).

    A thespian with levels in the assassin class wearing this mask stacks levels in both prestige classes to determine the caster level of assassin spells.

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    This mask, of course, represents any Assassin, but it also makes for a more combative rogue. With the Jester (and maybe the Faceless and Ascetic masks) you can make one heck of a Ninja, and with the Saboteur mask you make the classic Rogue.

    The Assassin is one of the few classes that advance your caster level, which is phrased in a very unusual way. While your spell level progression is halved, your caster level progression is actually improved (think about it: a 4th/5th level assassin would get full casting progression, but its caster level would reach 20th). Unlike the other masks, the Assassin mask is unique in that it doesn't let you cap your CL to your character level, so you could potentially have a CL higher than 20th, and earlier. This is entirely intentional.


    Chevalier (Craft DC 20)
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    This mask, typically worn with a helm, represents the visor of a knightly helm, made of steel but not denying visibility. Engraved in the visor is a motto worthy of a knightly order or coat of arms, such as "serve with every sweep of the blade". The visor-mask fits comfortably with any kind of helmet, even those that already have a visor. The thespian appears to be lawful good, lawful neutral or lawful evil (his or her choice) when wearing a chevalier mask.

    The thespian gains proficiency with all simple and martial weapons, all types of armor (light, medium and heavy) and all shields (except tower shields) if it does not have them already. As well, the thespian gains 2 hit points per class level, has a base attack bonus progression equal to his thespian level (which temporarily replaces his or her base attack bonus progression by means of class), a +1 bonus to Fortitude or Will at 1st level and every three class levels afterwards (4th, 7th, 10th), and a bonus equal to half the thespian's class level on all Diplomacy, Intimidate, Handle Animal and Ride checks.

    At 1st level, the thespian gains the Mounted Combat feat for free, and may use the fighting challenge ability of a knight once per day as a knight of the thespian's class level. This is an extraordinary ability.

    At 4th level, the thespian may summon a mount (either one he or she already possesses, or a mount prop) once per day. Treat this as if the mount spell, except the effect lasts for 1 hour per class level of the thespian or until the thespian removes his or her mask, whichever comes first. The thespian gains the Ride-by Attack feat as a bonus feat while wearing this mask, and may use the fighting challenge or test of mettle abilities three times per day (shared between the two uses) as a knight of the thespian's class level.

    At 7th level, a thespian wearing this mask and either mounted or wielding a reach weapon treats all areas he or she threatens as difficult terrain. The thespian gains the Combat Reflexes feat as a bonus feat while wearing this mask (with an effective Dexterity score equal to 10 plus the thespian's class level or the thespian's own Dexterity modifier, whichever is higher, for purposes of determining how many attacks of opportunity may be done per round). The thespian may use the fighting challenge, test of mettle and call to battle abilities six times per day (shared between the three uses) as a knight of the thespian's class level, and also the mettle class ability.

    At 10th level, the thespian has no speed penalties when wearing medium or heavy armor while wearing this mask, and never fails a Fortitude or Will save on a roll of one (but only the saving throw to which he or she has a bonus). The thespian gains the Spirited Charge feat as a bonus feat, and may use the fighting challenge, test of mettle and call to battle abilities ten times per day (shared between the three uses) as a knight of the thespian's class level.

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    The Chevalier obviously represents the Player's Handbook II Knight, but with some effort you could make it something else. Add, say, the Minstrel mask and you could make a decent Marshal. Or, for example, add the Prince and Hierophant masks and make a Paladin! (as mentioned above)


    Dragon (Craft DC 30)
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    This mask, which covers the entire face, forms the terrible visage of a draconic creature. This mask is adorned with scales of multiple hues and colors, with two gemstones with runes in Draconic for eyes (which does not disrupt vision). Unlike other masks, this mask may only be crafted by a 4th level thespian. The thespian appears to be chaotic evil, chaotic good, lawful evil, lawful good, neutral evil or neutral good (his or her choice) when wearing a dragon mask.

    The thespian gains darkvision up to 60 ft (twice this range if he or she already had darkvision), low-light vision and blindsense up to 30 ft. These abilities are supernatural abilities (an exception to the rule mentioned above). The thespian gains a +1 bonus to Fortitude and Will saves at 1st level and every three class levels afterwards (4th, 7th, 10th), and a bonus equal to half the thespian's class level in Listen, Search, Spot, and Use Magic Device.

    At 4th level, the thespian gains the ability to use a breath weapon once per encounter. This breath weapon deals 3d6 points of damage per thespian class level, and allows a Reflex saving throw equal to 10 + the thespian's class level + the thespian's Constitution or Charisma modifiers (whichever is higher); the dragon must choose the type of dragon to emulate when wearing the mask for the first time, which must comply with the alignment choice in at least one step. The thespian also develops a bite attack (using the mask's visage as the weapon) that deals 1d4 points of damage, and gains a natural armor bonus equal to 1 for every two thespian class levels.

    At 7th level, the thespian gains the frightful presence ability of a dragon, as a dragon with Hit Dice equal to the thespian's character level (saving throw based on the dragon's Charisma modifier). As well, the breath weapon of the thespian may be used twice per encounter (but requires a recharge time between uses of 1d4 rounds) and deals an extra 3d6 points of damage. The thespian develops two claw attacks that deal 1d4 points of damage, and the bite attack's damage increases to 1d6. The thespian gains damage reduction against any attack with non-magic weapons equal to the thespian's class level, and resistance 10 to the damage type of the breath weapon selected.

    At 10th level, the thespian gains a fly speed equal to twice his or her base land speed, with average maneuverability; to use this ability, the thespian must have wings (even if not fully functional) or wear wing props or a wing cape. The breath weapon of the thespian may be used at-will, but requires a recharge time of 1d4 rounds as that of a dragon, and deals up to 9d6 points of damage. The thespian's claw attack damage increases by 1d6, and the bite attack's damage increases to 1d8. The thespian gains spell resistance equal to 10 plus the thespian's character level.

    A thespian with levels in dragon shaman is treated (if not already) as a dragontouched creature for purposes of determining the power of draconic auras. A thespian with levels in dragonfire adept stacks its levels in both classes to determine the caster level for the draconic invocations while wearing this mask.

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    As with the Angel mask, the Dragon mask doesn't represent a class per se, but rather the draconic race. Of course, being humanoid, you'll mostly be limited to half-dragons and draconic creatures, but you'll have some of the power of true dragons.

    As with the Angel mask (once again), you can expend one of your Alter Egos to assume the form of any dragon of 10 HD or less, which opens the range to actual true dragons (though, more often than not, they'll be Small or Medium-sized). If you assume that form, note that the cosmetic wings actually allow you to fly, because the Dragon mask overrides the Alter Ego penalty.


    Faceless (Craft DC 20)
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    This mask has obscure features, with something resembling eyeslits, nose and mouth. The mask is gray-colored, but has a texture unusually oily and realistic, even if it's made of porcelain.

    The thespian gains a nondetection effect while wearing the mask, as if cast by a sorcerer of the thespian's class level, with a DC equal to 15 + the thespian's class level; if the effect is overcome, the thespian reveals no alignment (as if under the effect of an undetectable alignment spell). The thespian also gains a +1 bonus to Will saves against mind-affecting spells and abilities at 1st level and every three class levels afterwards (4th, 7th, 10th), and a bonus equal to half the thespian's class level on Bluff and Disguise checks.

    At 1st level, the thespian gains the ability to make an illusory change to its shape. The thespian may use disguise self at will as a spell-like ability, with a caster level equal to that of the thespian's class level. The mask seemingly disappears while the thespian uses this ability, and does not appear while transforming.

    At 4th level, the thespian gains the ability to detect thoughts at will, as a sorcerer of the thespian's class level. Furthermore, the duration of the thespian's disguise self spell-like ability increases to 1 hour per effective caster level.

    At 7th level, the thespian gains the ability to alter its own shape while wearing the mask; he or she gains the minor change shape ability, which lasts for as long as the thespian decides. While using this ability, the thespian may not remove this mask; the thespian must transform back to his regular form in order to remove it.

    At 10th level, the thespian gains immunity to sleep and charm effects, and may assume other forms as if using the alter self spell.

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    I dare you to figure which mask this represents. Really. I'll be standing here (metaphorically) and ask you which one it represents. In fact, I'm so sure you'll get it, that I'll tell nothing. That's how sure I am. I mean, if you can't figure the faceless mask is basically you playing as a dopple...erm...

    Drat.

    So yeah: once again, this mask doesn't represent a class, but a race, and it's one that allows you to become virtually any race. Note that the use of the alter self trait doesn't allow you to transform into outsiders, fey or dragons if you wear such masks: only those of your type. If you want to assume the form of a dragon, you need Alter Ego for that.


    Fey (Craft DC 25)
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    This mask is made of porcelain, with delicate, playful features. A crown of flowers, elongated ears and a cheerful smile decorate the mask. Unlike other masks, this mask may only be worn by a thespian of chaotic alignment, and crafted by a thespian of 4th level or higher. The thespian appears to be chaotic good or chaotic neutral (his or her choice) when wearing a fey mask.

    The thespian gains low-light vision. The thespian gains a +1 bonus to Reflex and Will saves at 1st level and every three class levels afterwards (4th, 7th, 10th), and a bonus equal to half its class level on all Bluff and Diplomacy checks.

    At 4th level, the thespian's skin gains a +2 bonus to natural armor, plus 1 for every three class levels afterwards (+3 at 7th level, +4 at 10th level). As well, the thespian gains damage reduction equal to 1 per every two class levels, bypassed by cold iron weapons (thus, a 4th level thespian has DR 2/cold iron, a 6th level thespian gains DR 3/cold iron, and so forth).

    At 7th level, the thespian gains the ability to use spell-like abilities. The thespian may choose to cast up to one spell-like ability per two class levels (rounded down, up to a maximum of 5 spell-like abilities) chosen from the enchantment or illusion schools as a bard of the thespian's class level, or from the list of ranger spells cast as a ranger of the thespian's class level plus three.

    At 10th level, the thespian's chosen spell-like abilities may be used three times per day.

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    As with the Angel and Dragon masks, the Fey mask doesn't represent a class, but a race: in ths case, the Fair Folk. This means Pixies, Spriggan, Nixies, Nymphs, Dryads, Rusalka, Selkie, etc., etc., etc.

    Since Fey are often strong spellcasters, using other masks (such as Magus or Minstrel) allows you to feign being a much more powerful fey. Unlike the other "racial" masks, the Fey is unique in that it doesn't allow you to fly even if the form allows you to, so you'll need other ways to handle it. On the other hand, if allowed, you might also want to consider stuff like giving it the ability to breathe water (for those water fey).


    Fiend (Craft DC 30)
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    This mask is grotesque, with horns flowing from the forehead, a sinister grin and eye slits covered with jet stones. The mask itself is made from polished obsidian with red runes in both the Abyssal and Infernal languages. Unlike other masks, this mask may only be worn by a thespian of evil alignment, and crafted by a thespian of 7th level or higher. The thespian appears to be lawful evil, neutral evil or chaotic evil (his or her choice) when wearing a fiend mask.

    While wearing the mask, the thespian develops darkvision for up to 120 ft. (with the ability to see even in magical darkness).

    At 7th level, the thespian develops the ability to fly at a speed equal to twice his or her land speed with good maneuverability. To use this ability, the thespian must already have wings, or wear wing props or a winged cape. While wearing the mask, the thespian gains resistance 10 to acid and cold attacks and resistance 20 to fire and electricity attacks, a +4 bonus on saves against poison, and telepathy up to 100 ft.. The thespian gains the ability to choose up to one spell-like ability per two class levels (rounded up, maximum of 5 spell-like abilities) from the following domains: Death, Destruction, Evil, Strength, Trickery or War, as if prepared by a cleric of the thespian's class level (or the thespian's divine spellcasting level, if higher).

    At 10th level, the thespian gains the ability to summon powerful creatures. Treat this as if using the summon monster VI spell cast by a sorcerer of twice the thespian's class level, but only to summon evil creatures. This ability may be used at-will, but the thespian must dismiss previously summoned creatures to use this ability once again. The thespian may attempt to summon creatures as if using a summon monster VII spell, but only with a 50% of success.

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    And of course, the Fiend mask allows you to gain the powers of any evil outsider, whether it's a Baatezu, Tanar'ri, Obyrith, Loumara, Demodand, Yugoloth, and...heck, I bet even the Quori fit in. You'll notice that the Fiend is pretty similar to the Angel in terms of abilities, but they replace the aura with the ability to summon evil creatures, which is a pretty wide set of summons. That doesn't mean just having your own personal...well, chain devil or babau (heck, I just made Acolyte of the Skin worthless!!) at will, but also stuff like fiendish girallon, bone devils, Huge fiendish sharks, shadow mastiffs, yeth hounds...actually, have you noticed that there's very little flying monsters below SM VII? The things you learn...

    As mentioned, using the Fiend mask for the Alter Ego ability means you can transform into any fiendish creature. Just in case you need to go undercover, or simply fool people into believing you're a fiend and thus get their "eternal servitude". Of course, you can't be a half-celestial, half-fiend, because the Fiend mask and the Angel mask are incompatible.


    Gladiator (Craft DC 20)
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    This mask is made of bronze (or brass), shaped into the visage of a grim, scarred warrior. The mask has small slits to allow the wearer to breathe and see, but otherwise hides the wearer's face. The thespian appears to be neutral when wearing a gladiator mask.

    While wearing the mask, the gladiator gains proficiency with all martial and exotic weapons (but no simple weapons). The gladiator gains 2 hit points per class level, has a base attack bonus progression equal to his or her class level (instead of the thespian's actual progression), a +1 bonus on Fortitude saves at 1st level and every three class levels afterwards (4th, 7th, 10th), and a bonus equal to half its class level on all Intimidate checks.

    At 1st level, the thespian may choose a single weapon with which he or she has proficiency with; this choice may be altered each time the thespian wears or replaces the mask. The thespian gains a +1 competence bonus on attack rolls and a +2 competence bonus on damage rolls when using said weapon.

    At 4th level, the thespian's competence bonus on attack rolls increases by 1 (for a total of +2). Furthermore, the thespian gains access to a single maneuver (which can be used only once per encounter) as a warblade of an initiator level equal to the thespian's class level.

    At 7th level, the thespian's competence bonus on damage rolls increases by 2 (for a total of +4), and any disarm or trip attempt gains a +4 competence bonus on the opposed Strength check. At the same time the thespian chooses his or her weapon in order to gain the competence bonuses, the thespian may also choose a fighter bonus feat, to which he or she meets the prerequisites, for as long as he or she wears the mask. The thespian's access to maneuvers increase by 2 (usable once per encounter) as a warblade of an initiator level equal to the thespian's class level.

    At 10th level, the thespian's competence bonus on attack and damage rolls increase by 2 (for a total of +4 to attack and a +6 to damage), and any bull rush, overrun or sunder attempt gains a +4 competence bonus on the opposed Strength check while wielding or using the weapon. The thespian gains the ability to demoralize an enemy as a move action. Finally, the thespian's access to maneuvers increase by 3 (usable only once per encounter), and also gains access to one stance as a warblade of the thespian's class level.

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    The Gladiator mask obviously doesn't mimic the Fighter. It's obvious it mimics the Warblade, but that's because the Warblade is eons better than the Fighter.

    One thing you lose, though, is the old Gladiator's main trait of getting proficiency with all exotic weapons. The "lesser" role mask allows you to get that. However, you can gain proficiency with ANY weapon, which includes anything from an exotic weapon to an improvised weapon.

    With the Chevalier mask, you could emulate a Samurai if you desire, or if you mingle it with the Ascetic mask, you can emulate a Master of Nine (heck, emulating a prestige class? Why, this is the first time...oh, wait, Assassin mask for Assassin PrC). In any case, this is the mask to wear when you need to act as a martial artist, and since you get full BAB while wearing it, that means you might get all iteratives while at it.


    Hierophant (Craft DC 25)
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    This mask has the visage of a wise man (or woman) in pleasant serenity. Divine runes are etched in the forehead and the cheeks, with an open mouth slot as if preaching. The mask is adorned with a white veil, which is adorned to resemble that of high priests of various faiths, but generally assuming no specific adornments; the hierophant mask resembles all high priests, not merely one in particular. The thespian appears to be of any alignment, chosen when wearing the mask, but if the thespian wears the holy symbol of a deity, the thespian's alignment resembles that of the deity represented in the symbol.

    While wearing the mask, the thespian gains proficiency with a single weapon of his choice; the weapon must be the favored weapon of a deity, and if the thespian wears the holy symbol of a deity, the weapon must match the deity represented by the holy symbol. The thespian gains a +1 bonus on Fortitude and Will saves at 1st level and every three levels afterwards (4th, 7th, 10th), and a bonus equal to half its class level on all Diplomacy, Knowledge (nature), Knowledge (religion), Knowledge (the planes) and Sense Motive checks.

    At 1st level, the thespian gains the ability to cast a single 1st level spell of the cleric or druid spell list. The caster level for the spell-like ability is equal to the thespian's class level. As well, the thespian may cast a single orison (0-level spell) at will, chosen at the same time the 1st level spell is chosen.

    At 4th level, the thespian's gains the ability to cast two 1st level spells and one 2nd level spell of the cleric or druid spell list. The thespian may cast two 0-level divine spells at will, from either the cleric or druid spell lists. As well, the thespian gains the ability to either turn (or rebuke) undead (with a number of uses per day equal to 3 plus the thespian's Charisma modifier) or wild empathy, as a cleric or druid of the thespian's class level; the thespian must choose whether to turn (or rebuke) undead or use wild empathy at the moment the mask is first worn. A thespian assuming a good alignment must choose turn undead (and viceversa), while a thespian assuming a neutral alignment may choose between turning or rebuking. These uses of turn (or rebuke) undead may not be used to power divine feats, nor the thespian is considered as having the turn (or rebuke) undead class feature. If the thespian has levels in a class that grants turn or rebuke undead, the thespian stacks its class levels with levels in that class to determine the ability to turn or rebuke undead, but the thespian may not choose to use the opposite ability, nor the daily uses stack. If the thespian has levels in a class that grants wild empathy, levels in both classes stack for purposes of this ability.

    At 7th level, the thespian gains the ability to cast four 1st level spells, two 2nd level spells and a single 3rd or 4th level spell of the cleric or druid spell list. The thespian may also cast three 0-level divine spells at will, from either the cleric or druid spell lists. Finally, the thespian may choose to emulate access to a single domain (if the ability to turn undead was chosen, gaining the domain granted power and the ability to use all domain spells of up to 4th level once per day) or the wild shape ability of a 7th level druid (if wild empathy was chosen). These uses of wild shape may only be used to assume the form of animals, and may not be used to qualify or activate wild feats (see Complete Divine and other sourcebooks for more information) or items that activate via uses of wild shape. If the thespian already has the ability to wild shape, levels in this class and classes that grant such ability do not stack, but overlap.

    At 10th level, the thespian gains the ability to cast four 1st level spells, three 2nd level spells, two 3rd level spells, a 4th level spell and a 5th level spell of the cleric or druid spell list. A thespian that chose to turn undead (and a domain) may choose to cast the domain's 5th and 6th level spells once per day or gain temporary access to a single divine feat to which they meet the prerequisites (which may be powered by the granted uses of turn undead; this is an exception to the rule), while a thespian that chose wild empathy and the ability to wild shape may choose to use summon nature's ally V once per encounter or the ability to transform into Large animals.

    If the thespian had levels in a divine spellcasting class, all levels in thespian stack with levels in those classes to determine the caster level for divine spells. If belonging to more than one divine spellcasting class, the thespian must choose to which spellcasting class this benefit applies. The thespian may not have a caster level for divine spells higher than his or her character level while wearing this mask. Levels in thespian don't stack for purposes of turn undead, wild empathy or wild shape, except as indicated above.

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    The Hierophant mask evidently allows you to mimic a Cleric or Druid, down to their class features. You get turn undead and domains or wild empathy, wild shape and spontaneous summoning ability.

    Used as a complement to other masks, you could make any kind of class with divine spellcasting ability (Prince and Chevalier for Paladin, Gladiator and Saboteur for Ranger, Ascetic for Sohei).

    If you have any form of divine spellcasting ability, you'll notice that the mask allows you to progress your caster level with those spells, but since this means you could progress your CL with pure spellcasters beyond their cap, the mask imposes a cap based on your CL. Thus, a Paladin or Ranger would get full CL, but a Cleric would get CL based on your character level.


    Jester (Craft DC 20)
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    This mask is appalling, to say the least; a porcelain mask adorned with make-up, ribbons with bells attached to their falling ends acting as if hair, while the forehead is crowned with the emblematic three-pronged hat of the fool. The mask is unambiguously etched (and painted) with a mischievous grin, grincing eyes, and puffed, raised cheeks. The thespian appears to be chaotic good, chaotic neutral or chaotic evil (his or her choice) when wearing this mask.

    While wearing the mask, the thespian gains proficiency with any single, martial or exotic thrown weapon that has a range increment no larger than 30 ft., as well as light armor. The thespian gains a +1 bonus on Reflex and Will saves at 1st level, and every four levels afterwards (4th, 7th, 10th), and a bonus equal to half its class level on all Balance, Bluff, Jump, Perform, Sleight of Hand and Tumble checks.

    At 1st level, the thespian gains a +1 competence bonus on all attack rolls and a +2 competence bonus on all damage rolls when attacking with thrown weapons, but only when thrown; thus, a thespian does not gain this benefit when making a melee attack with a dagger, but does when throwing it. The thespian also gains the ability to cast a single 1st level spell from the enchantment or illusion spell list as if a bard of its class level.

    At 4th level, the thespian's competence bonus on attack rolls with thrown weapons increases by 1 (for a total of +2), and is treated as if having the Far Shot feat when throwing a weapon. The thespian gains the ability to use hypnotism, as the spell, a number of times per day equal to its class level, as follows: the thespian may fascinate any number of creatures, up to a number of HD equal to twice his class level. The saving throw DC is equal to 10 + the thespian's class level + the thespian's Charisma modifier. The thespian must spend a standard action concentrating on the fascinated creatures.

    At 7th level, the thespian's competence bonus on damage rolls with thrown weapons increases by 2 (for a total of +4), and the weapon returns to its hand at the end of the turn (as if the weapon had the returning class feature). If the thespian fascinates a creature (by means of the hypnotism spell, or the fascinate bardic music class feature, or another means), it may expend one of its daily uses of hypnotism to make a suggestion, as a bard of the thespian's class level. Furthermore, the thespian gains the ability to "prepare" three spell-like abilities of the enchantment or illusion school of up to 3rd level, as if a bard of the thespian's class level.

    At 10th level, the thespian's competence bonus on attack and damage rolls with thrown weapons increases by 2 (for a total of +4 to attack and a +6 to damage). If the thespian fascinates a creature (by means of the hypnotism spell, or the fascinate bardic music class feature), it may expend two of its daily uses of hypnotism to impose a lesser geas on the target, except it only works on a single creature regardless of HD, and the creature receives no saving throw.

    If the thespian had levels in bard, beguiler (see Player's Handbook II), enchanter, illusionist or jester (see Dragon Compendium), all levels in thespian stack with levels in those classes to determine the caster level of their spells. If belonging to more than one of these classes, the thespian must choose to which spellcasting class this benefit applies.

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    The Jester mask is pretty unique. On its own, it doesn't represent any class: it obviously represents the jester archetype, but there's no jester class in D&D. There's one if you consider Dragon Compendium, of course, but it's mostly a bard with a focus on comedy. Thus, the Jester represents no class, even though it aids the spellcasting trait of various classes with some degree of mindbending ability. It's also one of the masks that has no cap in terms of CL progression, and it allows progressing two classes which grant spellcasting progression, one of which is the Wizard.


    Lich (Craft DC 30)
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    This mask is made of mummified skin stretched over yellow bone. The inside of the mask is covered by black velvet which hides the eyes and mouth of the wearer but allows it to see and breathe, A black coif is wrapped around the mask, and the forehead is decorated with an old, worn crown-like circlet. Unlike other masks, this mask may only be crafted by a 4th level thespian. The thespian appears to be lawful evil or neutral evil (his or her choice) when wearing the mask.

    While wearing the mask, the thespian gains resistance 20 to cold and electricity attacks and a +4 bonus on saves against mind-affecting and polymorph effects. The thespian gains a +1 bonus on Will saves at 1st level, and every four levels afterwards (4th, 7th, 10th), and a bonus equal to half its class level on all Hide, Knowledge (arcana), Knowledge (religion), Listen, Move Silently, Search, Sense Motive, Spellcraft and Spot.

    At 4th level, the thespian gains the ability to cast a single 1st or 2nd level spell from the necromancy school as a wizard of the thespian's class level. The thespian also gains the ability to use touch of fatigue at will.

    At 7th level, the thespian gains the ability to "prepare" and cast up to three spells from the necromancy school of up to 4th level as a wizard of the thespian's class level. Whenever casting a necromancy spell (either one of the spell-like abilities or an actual spell), the thespian's caster level is increased by 1. Furthermore, the thespian gains the ability to use chill touch at will as a 1st level wizard (thus, it may make only a single touch; this ability is not modified by the mask's caster level bonus).

    At 10th level, the thespian gains the ability to "prepare" and cast up to five spells from the necromancy school of up to 5th level as a wizard of the thespian's class level. Whenever casting a necromancy spell (either one of the spell-like abilities or an actual spell), the DC of the spell's saving throw increases by 1. Furthermore, the thespian may paralyze a creature as if using the ghoul touch spell, except the saving throw DC is equal to 10 + the thespian's class level + the thespian's Intelligence or Charisma modifier (whichever is higher; this includes the +1 bonus to saving throw DC from the mask) and the creature exudes no stench.

    If the thespian had levels in necromancer or dread necromancer (see Heroes of Horror), all levels in thespian stack with levels in those classes to determine the caster level of their spells. If belonging to more than one of these classes, the thespian must choose to which spellcasting class this benefit applies. The thespian may not have a caster level for arcane spells higher than his or her character level while wearing this mask.

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    Another unique class, this one combines traits of race and class. Essentially, this mask allows you to play as a Necromancer, but it also allows you to play as a Lich, thus it allows you to mimic any undead with its touches.

    If you need to be a stronger necromancer, the Hierophant mask works wonders, as it grants rebuke undead progression. The mask, however, isn't exactly a team player, though with some effort you could mimic a Death Knight, and with the Gladiator and Magus masks, you could mimic a Hexblade to some extent.

    If you use this mask with the Alter Ego class feature, you can assume the form of any undead, though without their features (obviously). Spells help mimic that, as well as scrolls, in case you need to go deep cover.


    Magus (Craft DC 25)
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    The mask is made of a single gem (usually purple fluorite, but citrine, green beryl, carnelian, jade or similar semi-precious gemstones) in the image of a wrinkled, wizened old man. The eye slits are nearly closed (but still allow for good visibility), and the mouth is open as if reciting a spell, with the circumference adorned with magical runes. The thespian appears to be chaotic neutral, neutral or lawful neutral (his or her choice) when wearing the mask.

    While wearing the mask, the thespian gains a +1 bonus to Will saving throws at 1st level and every three levels afterwards (4th, 7th, 10th), and a bonus equal to half its class level on Concentration, Decipher Script, Knowledge (arcana), Knowledge (the planes), Spellcraft and Use Magic Device.

    At 1st level, the thespian gains the ability to cast a single 1st level spell from the sorcerer/wizard spell list (but not spells exclusive to sorcerers or wizards) as a wizard of the thespian's class level. The thespian is treated as a wizard of its class level when using spell trigger or spell completion items, as well.

    At 4th level, the thespian gains the ability to "prepare" and cast two 1st level spells and one 2nd level spell from the sorcerer/wizard spell list (but not spells exclusive to sorcerers or wizards) as a wizard of the thespian's class level. When casting an arcane spell or spell-like ability, the thespian's caster level is increased by 1.

    At 7th level, the thespian gains the ability to "prepare" and cast four 1st level spells, two 2nd level spells and a single 3rd or 4th level spell from the sorcerer/wizard spell list (but not spells exclusive to sorcerers or wizards) as a wizard of the thespian's class level. When casting an arcane spell or spell-like ability, the saving throw DC of the spell increases by 1.

    At 10th level, the thespian gains the ability to "prepare" and cast four 1st level spells, three 2nd level spells, two 3rd level spells, a 4th level spell and a 5th level spell from the sorcerer/wizard spell list (but not spells exclusive to sorcerers or wizards) as a wizard of the thespian's class level. The thespian may choose a single metamagic feat to which he or she meets the prerequisites, which may be spontaneously applied to a single spell-like ability once per encounter. The thespian may not choose any of the Fell metamagic feats from Libris Mortis (Fell Animate, Fell Drain or Fell Frighten), Heighten Spell, Persistent Spell or Quicken Spell in this way. When using this special ability, the spell to be modified must comply with the requirements of the metamagic feat.

    If the thespian had levels in an arcane spellcasting class, all levels in thespian stack with levels in those classes to determine the caster level for arcane spells. If belonging to more than one arcane spellcasting class, the thespian must choose to which spellcasting class this benefit applies. The thespian may not have a caster level for arcane spells higher than his or her character level while wearing this mask.

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    The Magus mask obviously mimics any arcane spellcaster, whether it's a sorcerer or a wizard, though sadly it doesn't allow mimicking a Warlock. The features it provides include a lesser form of spell power (potent if you emerge from a full spellcaster class, even though the CL progression it grants gets capped.

    As with the Hierophant, the Magus mask mingles well with others to make a strong gish class, such as the Duskblade. Alternatively, the mask can be used alongside the Dragon mask to provide the illusion of a spellcasting dragon.

  3. - Top - End - #3
    Troll in the Playground
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    May 2009
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    Male

    Default Re: The Thespian of Many Roles: Master of Masks Meets the (Extreme) Method (Acting)

    Role Masks (part II)
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    Minstrel (Craft DC 20)
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    The mask seems simple and apparently unadorned, made of wood (typically that used to craft masterwork instruments), with a beret-like adornment on the forehead crowned by a slanted feather. The carved moustache and beard are intricate, and the mouth is open as if singing, with pentagram lines bisecting from it. The thespian appears to be chaotic good, chaotic neutral, neutral or neutral good (his or her choice) when wearing the mask.

    While wearing the mask, the thespian gains proficiency with the longsword, rapier, shortsword, shortbow and whip (if it doesn't already), with light armor and light shields. The thespian gains a +1 bonus to Reflex and Will saves at 1st level, plus 1 for every three class levels afterwards (4th, 7th, 10th), and a bonus equal to half its class level on all Bluff, Concentration, Diplomacy, Disguise, Gather Information, all Knowledge skills, Listen, Perform, Sense Motive, Spellcraft and Use Magic Device checks.

    At 1st level, the thespian gains the ability to grant all allies within hearing range a +1 competence bonus on the following rolls: attack rolls, weapon damage rolls, saving throws, skill checks or ability checks. The thespian may use this ability once per day for every class level. This benefit lasts for as long as the thespian concentrates (with a standard action) and up to half the thespian's class level (rounded down) afterwards. As well, the thespian is treated as a bard of its class level when using spell trigger or spell completion items, as well.

    At 4th level, the thespian's competence bonus on a single roll increases by 1 (for a +2 bonus to a single roll). The thespian may choose to provide the bonus to two different types of rolls, such as attack rolls and weapon damage rolls, but the thespian only offers a +1 on both rolls. The thespian gains the ability to cast a single 1st or 2nd level spell from the bard spell list as a bard of the thespian's class level.

    At 7th level, the thespian's competence bonus on a single roll increases by 1 (for a +3 bonus to a single roll). The thespian may choose to provide the bonus to two or three different types of rolls; the thespian offers a +2 bonus on two rolls or a +1 bonus on three rolls. Furthermore, the thespian gains the ability to cast two spells of up to 3rd level from the bard spell list as a bard of the thespian's class level.

    At 10th level, the thespian's competence bonus on a single roll increases by 1 (for a +4 bonus to a single roll). The thespian may choose to provide the bonus on up to four different types of rolls, with decreasing benefit (+3 on two rolls, +2 on three rolls or +1 on four rolls).

    If the thespian was a bard or jester (see Dragon Compendium) before entering this prestige class, the thespian may activate the competence bonus alongside bardic music on subsequent turns (and viceversa); for example, a bard 7/thespian of many roles 4 may choose to use inspire courage in the first turn (offering a +2 bonus from advancing bard class features), then provide a further +1 bonus on attack rolls and damage rolls next turn. The thespian may expend a daily use of bardic music to activate the competence bonus, and up to two daily uses of this ability to activate a bardic music ability. This also applies to the jester's performances. As well, levels in bard (or jester) and thespian of many roles stack for purposes of determining caster level; the thespian may not have a caster level for bard or jester spells higher than his or her character level while wearing this mask.

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    As you may figure, the Minstrel mask is a clear shout-out to the Bard class, and since the Bard is probably one of the classes that serves as an entry point to this PrC, it's also one of the few that provides improved progression, as it allows you to mix bardic music alongside the granted bonus.


    Oracle (Craft DC 25)
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    The mask is made of snake scales etched with runes used for divination, which are carefully placed and painted to resemble a female diviner. The face made by the mask is stern, as if proclaiming, with a fixed gaze upon the front, but seemingly distant. The thespian appears to be neutral when wearing the mask.

    While wearing the mask, the thespian gains a +1 bonus to Will saves at 1st level, plus 1 for every three class levels afterwards (4th, 7th, 10th), and a bonus equal to half its class level on all Concentration, Gather Information, Knowledge (psionics), Listen, Psicraft, Spot and Use Psionic Device skills.

    At 1st level, the thespian gains the ability to manifest a single 1st level power of the clairsentience discipline as a psi-like ability once per day, with a manifester level equal to the thespian's class level. The power may be chosen from the psion/wilder power list, or from the list of powers granted to the seer. As well, the thespian gains the Wild Talent feat and is treated as a psionic creature; if the thespian already has a power point reserve, the power point reserve increases by 2 while he or she wears the mask. Once the power points are expended, the thespian may not recover them until 24 hours have been expended.

    At 4th level, the thespian's manifesting ability expands. The thespian may manifest up to two powers from the clairsentience discipline of 1st level and a single 2nd level power, chosen when the mask is first worn for the day. Unlike other manifesters, the thespian "prepares" the powers when the mask is first worn, and the decision may not be changed if the mask is replaced later on the day until 24 hours have passed; the thespian may manifest the same 1st level power as a psi-like ability twice or select two different powers. As well, the thespian gains the uncanny dodge class feature while wearing the mask.

    At 7th level, the thespian's manifesting ability expands further. The thespian may manifest up to three 1st level powers, two 2nd level powers and a single power of either 3rd or 4th level from the clairsentience discipline, chosen when the mask is first worn for the day. As well, the thespian gains the improved uncanny dodge class feature, and a rogue attempting to flank the thespian must have a level higher than the thespian's class level +4 (plus any other levels that grant uncanny dodge).

    At 10th level, the thespian's manifesting ability expands even further. The thespian may manifest up to four 1st level powers, three 2nd level powers, two 3rd level powers and a single power of either 4th or 5th level from the clairsentience discipline, chosen when the mask is first worn for the day. As well, once per day, the thespian may invoke a prophetic insight that grants him or her a bonus equal to half its class level on a single attack roll, Armor Class against a single attack, saving throw, initiative roll, skill check or ability check as an immediate action.

    If the thespian was a psion, wilder or ardent (see Complete Psionic) before entering this prestige class, levels in this prestige class stack with levels in those classes to determine his or her manifester level. If the thespian had levels in more than one of these classes, the thespian must choose to which of the manifesting classes this benefit applies. The thespian may not have a manifester level for psionic powers higher than his or her character level while wearing this mask.

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    The Oracle mask is a pretty strange mask, because it allows mimicking a Psion, specifically a Seer. Since it limits the repertoire to Clairsentience powers, you can't use it to mimic a full manifester, but the powers it provides are nonetheless quite useful. If you're a Psion, Wilder or Ardent, on the other hand, even if just dipping, you get the ability to supercharge the powers by virtue of having the equivalent of 8th level manifesting. Ardents won't have their usual benefit, though, since you get the effective ML increase when you wear the mask, so you can't really use it to gain 8th level powers, but you'll be eventually able to manifest as a 20th level character with just 5 levels.


    Prince (Craft DC 20)
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    The mask is made of pure gold, and depicts a royal visage, complete with a glistening crown on the forehead, studded with various gems. The mask may assume the form of a lordly figure, with beard and moustache etchings, or a ladylike figure with a veil surrounding the mask. The thespian appears to be lawful neutral when wearing the mask.

    While wearing the mask, the thespian gains proficiency with all simple and martial weapons (if not proficient already), with all armor and all shields. The thespian gains 1 hit point per hit dice, a +1 bonus on Will saves at 1st level and every three levels afterwards (4th, 7th, 10th), and a bonus equal to half its class level on all Diplomacy, Forgery, Gather Information, Knowledge (nobility and royalty), Perform, Ride and Sense Motive skills.

    At 1st level, the thespian gains the ability to summon a mount, as if using the mount spell, at will. Furthermore, any enemy within 30 ft. takes a -1 penalty on all Will saving throws against mind-affecting effects.

    At 4th level, the thespian gains the ability to heal wounds by touch. Once per encounter, the thespian gains the ability to use one of the following spells as a spell-like ability: cure moderate wounds, remove curse, remove disease. Furthermore, the penalty on Will saves against mind-affecting effects increases by 1 (for a -2 penalty).

    At 7th level, the thespian's presence shakes the resolve of the stalwart. All hostile creatures within 30 ft. of the thespian must make a Will saving throw (DC equal to 10 + the thespian's class level + the thespian's Charisma modifier) or become shaken for as long as they see and hear the thespian and for 1 round thereafter. Creatures that make the save aren't affected by this ability for 24 hours. If the creature is not hostile, a failed Will save instead improves its attitude by one step.

    At 10th level, the thespian's words are orders. Once per day, the thespian may enthrall a creature as if using dominate monster or force a creature through a geas, except the saving throw for these effects is equal to 10 + the thespian's class level + the thespian's Charisma modifier. Furthermore, the penalty on Will saves against mind-affecting effects increases by 1 (for a -3 penalty).

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    The Prince mask represents the aristocrat, but because the Aristocrat NPC class is boring as heck, you get a pretty awesome mask in comparison. Likewise, the Prince mask can represent a swashbuckler, since it's a mask that makes good use of Charisma, which swashbucklers have in spades. The mask also makes targets more vulnerable to mind-affecting effects, and gives powerful commanding effects. If pulling a Lelouch on your enemies with increased saving throw DC doesn't attract you, I dunno what else can. You also get the fabled "healing touch" of the Kings, good for when you need to mimic Lay on Hands.


    Saboteur (Craft DC 20)
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    The mask seems to be more utilitarian, practical, than a means of disguise; lens covering the eyes, a (non-functional) muzzle apparatus for the nose and mouth, and rigid leather with metal plaques surrounded with flexible yet strong leather straps. The thespian appears to be chaotic neutral or neutral (his or her choice) when wearing the mask.

    While wearing the mask, the thespian gains proficiency with the shortbow, shortsword and hand crossbow (if not proficient already), with a single light exotic weapon, light armor and light shields. The thespian gains a +1 bonus on Reflex saves at 1st level and every three levels afterwards (4th, 7th, 10th), and a bonus equal to half its class level on all Appraise, Disable Device, Forgery, Open Lock, Search and Use Rope skills. Furthermore, the thespian gains the trapfinding ability, as the rogue ability of the same name.

    At 1st level, the thespian gains the trap sense ability of a rogue, gaining a +1 dodge bonus to Armor Class and a +1 bonus on Reflex saves related to traps. Furthermore, when attacking a construct, the thespian gains a +2 bonus on attack rolls and damage rolls against them.

    At 4th level, the thespian's trap sense bonuses increase to 2, and the bonuses against constructs increase by 4. The thespian is treated as if having the evasion class feature.

    At 7th level, the thespian's trap sense bonuses increase to 3, and the bonuses against constructs increase by 6. The thespian also gains a +4 bonus on disarm checks.

    At 10th level, the thespian's trap sense bonuses increase to 4, and the bonuses against constructs increase by 8. The thespian is treated as if having the improved evasion class feature.

    Spoiler
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    The Saboteur mask obviously mimics the Rogue, but specifically its skill mastery part rather than its combat part (the Assassin mask obviouly covers for the other). With the bonuses on Disable Device and Open Lock, the Saboteur makes any character a trap defuser, giving you tremendous utility. As well, the Saboteur is an excellent enemy of constructs, which makes beating those pesky Golems child's play.


    Savage (Craft DC 15)
    Spoiler
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    The mask is made of wood, unusually larger than the wearer's face, and adorned with tribal warpaint and sigils. Dangling fangs and claws, and tufts of straw, form the image of a fearsome individual. The thespian appears to be chaotic neutral or neutral when wearing this mask.

    While wearing the mask, the thespian gains proficiency with all simple and medium weapons (if not proficient already), light and medium armor, and light shields. The thespian gains 2 hit points per hit dice, has a base attack bonus progression equal to his thespian level (which temporarily replaces his or her base attack bonus progression by means of class), a +1 bonus to Fortitude at 1st level and every three class levels afterwards (4th, 7th, 10th), and a bonus equal to half the thespian's class level on all Climb, Intimidate, Hide, Jump, Knowledge (nature), Listen, Move Silently, Spot, Survival and Swim skills.

    At 1st level, the thespian develops a pair of claws that deal 1d4 points of damage (if Medium) plus his or her Strength modifier. The thespian is considered proficient with its natural weapons. Furthermore, the thespian gains the benefit of the Track feat while wearing the mask.

    At 4th level, the thespian's claws deal 1d6 points of damage and are treated as if magical weapons. The thespian, once per day, may fly into a rage (as if a barbarian), but if the mask is removed, the rage immediately ends. Finally, the thespian gains the scent special quality while wearing the mask.

    At 7th level, the thespian's claws deal 1d8 points of damage, and if he or she strikes with both claws successfully, he or she may rend (dealing the same damage as the claws plus 1-1/2 times its Strength modifier). The thespian gains the ability to rage twice per day. When entering the rage, the thespian may elect to utter a howl that causes all creatures that can hear him (or her) to make a Will save (DC 10 + the thespian's class level + the thespian's Constitution modifier) or become frightened for as long as the thespian rages.

    At 10th level, the thespian's claws deal 2d6 points of damage. The thespian gains the ability to rage three times per day, and may choose to increase either the Strength bonus, the Constitution bonus or the bonus to Will saving throws by 2 when under a rage.

    Spoiler
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    The Savage mask obviously represents the Barbarian, but with the added bonus of claws. Because it offers claws as a class feature, both Psychic Warriors and Totemists gain a superb benefit from it. PsyWars basically get free ML 7th claws with the added rend feature, whereas Totemists get claws they can modify with their soulmelds.

    With the Hierophant mask focused on Wild Empathy, you can mimic a Totemist to an extent, using your acquired spells to mimic the effects of a soulmeld.


    So: questions? Comments? You'd play this class rather than a Chameleon? Grossly overpowered, devoid of any sense of balance? A weak, worthless class, or something that makes Springtime for (redacted so as to not violate Godwin's Law) seem like chump change?

    One thing that you could help, aside from the usual grammar and comprehension checks that involve peer reviewing, is whether all archetypes are properly represented, or if there are ways to increase the amount and breadth of role masks. Off the top of my mind, there's no proper ranged archetype mask, and there could be good ones for a Kineticist, Shadowcaster and incarnum user, and perhaps even truenamers. Binders are hard, though an alternate class feature allows role masks to become vestige masks, allowing the thespian to gain the benefit of vestiges while wearing the mask.
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    My friend is currently playing a paladin. It's way outside his normal zone. I told him to try to channel Santa Claus, Mr. Rogers, and Kermit the Frog. Until someone refuses to try to get off the naughty list. Then become Optimus Prime.
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    Ettin in the Playground
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    Default Re: The Thespian of Many Roles: Master of Masks Meets the (Extreme) Method (Acting)

    Ooh, I like this a lot.

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    Default Re: The Thespian of Many Roles: Master of Masks Meets the (Extreme) Method (Acting)

    Alright, so I'm on my phone, and will only be posting a quick review because of it. I'll post in detail when I get a chance.

    Thoughts:
    -I like it! A lot.
    -I'm glad that you added more masks!
    -Does the add class levels to previous arcane/divine caster for caster level also apply to the spell-like abilities gained?
    -SR is a concern for this guy, with his low caster level. Let alone if a spell casting mask isn't the primary mask.....
    -Perhaps gain a bonus to caster level depending on ranks in preform(acting)? Also makes the skill more useful for the class. Could also apply to initiator level.
    -It mentions that spells for masks are chosen when you put on the mask. What about maneuvers?
    -Do you add the standard 1/2 of other class levels to IL for maneuvers?
    -By level 10, being able to wear an extra mask as if you were only level 1 seems weak...... perhaps allowing lower level mask to use your full levels for skill bonuses? That'd give it a small boost, without overpowering it.
    - Do the (metamagic X) Spell-Like Ability feats work with the spell like abilities gained from this class?
    the Breath weapon gained from the dragon mask seems a bit strong... perhaps 2d6 per class level instead?
    -What ability score is used for spell-like ability DC's? If the mod is below the spell level, can you not cast it?

    Ideas:
    -Vestige Acf: replaces normal benefits of mask, must be chosen when the mask is made. Gain benefits in this format:
    1: 1st or 2nd lvl vestige
    4: Ability related to theme/archtype
    7: 3rd or 4th lvl vestige
    10: can bind both vestiges.

    -Incarnum would be interesting!
    shadowcasting would also be interesting.
    -Truenaming..... Well, there's a challenge! If I think of something for this I'll let you know.

    Sorry for the lack of details, I'll post the response this deserves when I can!
    homebrew

    Interesting Stuff: Spellshapers, Metroid as Incarnum



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    ...I think my poor Monkadin just went to go get drunk. That's not a natural thing for him to do, at all. Thanks bindin.

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    Default Re: The Thespian of Many Roles: Master of Masks Meets the (Extreme) Method (Acting)

    Alright, so a week ago I promised you a PEACH. About time you got it.....

    Have to admit though, I expected this class to draw more attention than it did.

    Quote Originally Posted by T.G. Oskar View Post
    Ladies and gentlemen; children of all ages! Outsiders and Eldritch Abominations too!

    Come one! Come all!

    ...missed me? I think not, but given I've taken a rest on posting stuff...
    I did!

    Spoiler
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    THESPIAN OF MANY ROLES

    Requirements
    To become a thespian of many roles, a character must fulfill the following criteria:
    Skill: Bluff 8 ranks, Craft (maskmaking) 8 ranks, Disguise 8 ranks, Perform (acting) 8 ranks
    Feats: Versatile PerformerCAdv, any one of the following: Deceitful, Persuasive, Skill Focus (Craft, Disguise or Perform)
    Special: Must have done one of the following actions: convincingly interpret a character on a story upon no less than 100 individuals; successfully impersonate an individual fooling even that person's friends or associates; fool the same person with no less than 3 different roles with a minimum amount of disguise in less than one week.
    Glad you expanded upon the special requirement!

    Class Skills
    The thespian of many roles class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Int), Hide (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Move Silently (Dex), Perform (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex) and Use Magic Device (Cha).
    Skill Points at Each Level: 6 + Int modifier
    More skills is always nice!

    The big list actually works quite well with them, especially considering the bonuses they can get from their masks.

    {TABLE=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Class Features|Masks Known
    1st|+0|
    +0
    |
    +0
    |
    +0
    |Role masks, acting specialization|
    --
    |
    2

    2nd|+1|
    +0
    |
    +0
    |
    +0
    |Alter ego, hidden mask|+1 level of existing class features|
    3

    3rd|+2|
    +1
    |
    +1
    |
    +1
    |Mask specialist|
    --
    |
    4

    4th|+3|
    +1
    |
    +1
    |
    +1
    |Compound acting (2 masks. move)|+1 level of existing class features|
    4

    5th|+3|
    +1
    |
    +1
    |
    +1
    |Alter ego|
    --
    |
    5

    6th|+4|
    +2
    |
    +2
    |
    +2
    |Acting skill mastery|+1 level of existing class features|
    5

    7th|+5|
    +2
    |
    +2
    |
    +2
    |Compound acting (3 masks, swift)|
    --
    |
    6

    8th|+6|
    +2
    |
    +2
    |
    +2
    |Craft Wondrous Item, alter ego|+1 level of existing class features|
    6

    9th|+6|
    +3
    |
    +3
    |
    +3
    |Compound acting (face items)|
    --
    |
    7

    10th|+7|
    +3
    |
    +3
    |
    +3
    |Compound acting (4 masks, swift)|+1 level of existing class features |
    7
    [/TABLE]
    +1 level of exiting class features, huh? Making it much more open to multiple classes than it ever did before, I like it!
    Class Feature Advancement: At every even level, the thespian of many roles gains class features and an increase in effective level as if it had also gained a level in a class to which it belonged before adding the prestige class level. Class features improved include spellcasting ability, but do not include the benefit of the class' Hit Dice, base attack bonus progression, skill points or saving throws. If the thespian had more than one class before becoming one, he or she must decide to which class to add each level for the purpose of determining class features.

    Spoiler
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    As I mentioned before, you get advancement on a class' features, not just one of them (such as their spellcasting ability). Thus, if you're...say, a factotum, you advance Arcane Dilettante, their abilities and whatnot. That means you end up as a 15th level Factotum if you enter at 10th level on the class.

    Now, what if...say, you wish to combine Chameleon with Thespian of Many Roles? Or Hellfire Warlock? Well...thing is, since this is the first time I deal with this kind of awesome advancement, I have to set up some clear defaults. And, sadly to say, that means the default advancement applies only to base classes. Yup, you can't advance PrCs with it. However, how do I help you guys (or rather, how do I cause more controversy)? If the DM chooses that one prestige class could be advanced through Thespian of Many Roles, then the DM has the potential to ignore the default and apply it, on a case-by-case basis.

    The default to base classes is necessary, as it's important to make things clear. You can't really dip into Thespian to advance class features as fast as you'd like, but on the other hand, since it's meant to be a general default for whenever I experiment with other "class feature advancement" progressions, if there's a moment where there's a dip-worthy class, it'll be handled before it's even written.

    Pre-emptive nerfing. For your safety.
    If you wanted to allow for prestige class advancement, you could put in a clause stating that any class ability cannot exceed the normal class levels for such an ability.

    Although it's fine the way it is. (Just like the idea of Factotum 5/Chameleon 5/Thespain of Many Roles 10, advancing Chameleon!)

    Role Masks (Ex or Su): *Snip*
    Looking good so far!

    Role Masks and Incarnum: If a thespian of many roles has the ability to bind soulmelds to its brow chakra, he or she may gain a further benefit by binding the role mask. The bonuses are as follows:
    Angel: +1 bonus on damage rolls against evil creatures
    Ascetic: +1 bonus on damage rolls with unarmed strikes or special monk weapons
    Assassin: +2 bonus on damage rolls when flanking a creature or attacking a creature denied its Dexterity bonus. Creatures immune to critical hits or sneak attacks take no damage.
    Chevalier: +2 bonus on damage rolls when charging while mounted.
    Dragon: +1 bonus to natural armor (which stacks with the natural armor bonus provided by the dragon mask).
    Faceless: +3 bonus on Disguise checks.
    Fey: +1 bonus to saving throw DC of enchantment spells and spell-like abilities.
    Fiend: +1 bonus on damage rolls against good creatures.
    Gladiator: +1 dodge bonus to Armor Class.
    Hierophant: +1 bonus to saving throw DC of divine spells.
    Jester: +1 bonus on damage rolls when using thrown weapons.
    Lich: +1 bonus to saving throw DC of necromancy spells
    Magus: +1 bonus to saving throw DC of arcane spells.
    Minstrel: +1 bonus to either attack rolls, weapon damage rolls or Will saves versus charm and fear when using bardic music.
    Oracle: Treat manifester level as 1 higher when using clairsentience powers or psi-like abilities
    Prince: +3 bonus on Disguise checks
    Saboteur: +2 bonus on Disable Device and Open Lock checks
    Savage: +1 bonus on damage rolls when attacking with natural weapons. Unlike other masks, the savage mask may be bound to the totem chakra, if open.

    When binding a role mask, the meldshaper thespian loses the ability to bind a soulmeld to the same chakra. This restriction is lifted at 9th level.
    Most item's with the ability to be bound to chakras were underwhelming, or at least in my opinion. I'd at least allow them to to be improved upon when essentia is invested in them.

    Perhaps also allow for switching when switching around primary masks?
    Acting Specialization: The thespian of many roles is dedicated to the performing acts, and thus it may expand on those acts with little effort. Bluff, Disguise and Perform are always considered class skills for the thespian, and he or she may advance them by spending a single skill point even if taking a level of a class that does not have them as class skills.
    Interesting! I like it!

    Alter Ego (Sp): A thespian of many roles is extremely well-versed on the technique of method acting and learning the roles of characters to create the most life-like, realistic impersonation. At times, the thespian identifies with one of the roles it has interpreted, and develops a mystical connection with the mask that allows it to impersonate it, to the extent that the thespian gains the uncanny ability to become the character, physically and mentally.

    Starting at 2nd level, the thespian establishes an identity based on a character interpreted. This alter ego has its own distinct physical characteristics, quirks, preferred clothing, amongst others. This alter ego is associated to one of the roles of the mask, which restricts the general purpose of the identity into encompassing that of the interpreted role. So as long as the thespian wears the mask and gains access to its full powers, the thespian can switch its form at will between its normal identity and that of the alter ego. This ability works like the alter self spell, except as follows: the thespian may only assume the appearance of the alternate identity. The caster level for the ability is equal to the thespian's class level. The thespian's identity may be that of a humanoid or monstrous humanoid of up to 5 HD, but all other factors such as age, gender, height and weight are left to the thespian, so as long as it meets the requisites (for example, a dwarf couldn't have a height of more than 5'5", the height of the tallest dwarf, nor have a weight exceeding 196 lbs.) If the role mask is destroyed or otherwise lost, the thespian loses the ability to impersonate its alter ego until it replaces it.

    At 5th level and again at 8th level, the thespian gains access to another alter ego. If the thespian chooses to make an alter ego from the angel, dragon, fey, fiend or lich masks, the thespian is treated as an outsider, fey, dragon or undead in order to define its shape, and the limit for assumed HD increases to 10. However, if using one of these masks, the thespian's transformation is merely cosmetic; the thespian gains no access to the extraordinary, supernatural or racial qualities of the creature.

    A thespian may "retire" an existing alter ego and form a new one. To do so, the thespian must destroy the mask with the alter ego and spend 1 week crafting a new mask and assuming the qualities of the new alter ego while wearing it; at the end of the week, the thespian may assume the new identity as usual.
    Very flavorful!

    So you get the benefits as normal if you are humanoid or monstrous humanoid, but if you go for anything else, you lose all benefits except looks?

    I see the need to limit it for those types, but what about later being able to chose one physical quality (as defined by the spell) to gain?

    Just a thought.
    Hidden Mask (Su): While a mask reflects the character, sometimes it is necessary to show the facial expressions that are best left to make-up and skill. A thespian may find at times that the best mask he or she can wear is his or her own face, as few will truly recognize his or her true identity once immersed. Beginning at 2nd level, the thespian of many roles can make any mask he or she wears 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's visible.
    Glad to see you kept this!

    Might be slightly suspicious if you are impersonating a specific someone while wearing a mask. Just slightly.
    Mask Specialist (Su): A thespian of many roles draws the essence of interpretation through masks, so it makes sense that he or she develops an intricate knowledge on how to draw the utmost amount of power from a mask. Starting at 3rd level, the thespian innately enhances the abilities of any item worn on the face (generally masks, but on occasions the power extends to goggles or similar items that allow hiding part of the user's face). If the mask creates an effect that requires a saving throw, the DC is equal to 10 + the thespian's class level + the thespian's Charisma modifier or two higher than the normal, whichever is higher. If the mask grants a bonus on a roll (such as attack rolls, damage rolls, saving throws, skill checks or ability checks), the bonus increases by half the thespian's class level. Otherwise, the mask's caster level is treated as equal to the thespian's class level or two higher than the norm, whichever is higher. Role masks are not considered magic items for purposes of this ability; only actual magic items worn on the face qualify.
    As you admitted, not likely to see use until you can wear a magical mask and you masks from class abilities. But still useful.

    Compound Acting (Su): *Snip*
    Good to see this! One of the many problems with the Master of Masks PRC was that you could only benefit from one mask at a time, and this easily solves it.

    Question though: for EX abilities such as gain full BAB, does this change all of the class levels to full BAB, even if the mask is worn at a lower level. (Ex: a level 10 Thespian is wearing the Gladiator mask as his fourth mask, does he have +7 BAB or +10BAB?)

    I fear that the benefits from the lowest level mask may be too weak....... What if the reduction of class levels was only towards gaining higher level abilities of the mask? For example, as the above example, the Gladiator mask is being worn as a fourth mask. He would gain: +20 HP, +10BAB, +4 Fort saves, +5 Intimidate checks, +1 Attack, +2 damage rolls.

    .......... Ok, considering you're wearing 4 masks, this may be a bit much. I guess my biggest problem was for things like caster level and the like.

    Although then again, if you are using spellcasting, why would you be wearing it as a 1st level mask anyways?

    Acting Skill Mastery: At 6th level, a thespian of many roles is so sure of his or her abilities at acting, that it may take 10 on any Bluff, Disguise, Forgery, Gather Information and Profession skills even if stress and distractions would otherwise prevent it.
    Small and interesting class feature!

    Craft Wondrous Item: *Snip*
    I definitely like the idea of crafting masks for your allies to use!

    I do have a problem with a few of them, however:
    -Dragon: Is the breath weapon a line or a cone? It becomes a bit weak at later levels. Save DC?
    -Chevalier: Seems a bit weak for non-knight characters. Knight characters would love this though, or so I would imagine.
    -Fey: Save quickly becomes weak.
    -Fiend: Very quickly becomes weak, considering the level you get this.
    -Jester: Can get weak quickly.
    -Lich: See above.
    -Minstrel: Encourages only wearing for when the ability is needed, and then taking it off.
    -Prince: Save? The others are defined.
    -Saboteur: See Minstrel.
    -Savage: Seems a bit weak.

    What I think would be better: Each mask gave a small passive benefit. This way, there's no worries about save DC's becoming weak, or wearing a mask for a single use and then taking it off.

    Also, this is just a personal thing, but I'd get rid of the XP cost. You are learning to craft these through class features after all. I guess I just feel that you shouldn't have to pay XP, considering it was learned from a class.

    Can a Thespian of Many Roles wear his own masks?
    homebrew

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    ...I think my poor Monkadin just went to go get drunk. That's not a natural thing for him to do, at all. Thanks bindin.

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    Default Re: The Thespian of Many Roles: Master of Masks Meets the (Extreme) Method (Acting)

    Masks:
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    Quote Originally Posted by T.G. Oskar View Post
    Angel (Craft DC 35)
    At 7th level, the thespian develops the ability to fly at a speed equal to twice his or her land speed with good maneuverability. To use this ability, the thespian must already have wings, or wear wing props or a winged cape. While wearing the mask, the thespian gains resistance 10 to electricity attacks and resistance 20 to acid and cold attacks, a +4 bonus on saves against poison, the ability to speak all languages (as if using the tongues ability). The thespian gains the ability to choose up to one spell-like ability per two class levels (rounded up, maximum of 5 spell-like abilities) from the following domains: Good, Healing, Luck, Protection, Sun or War, as if prepared by a cleric of the thespian's class level (or the thespian's divine spellcasting level, if higher).

    At 10th level, the thespian develops a protective aura as that of an angel, or an aura of menace as that of an archon. The choice must be done each time the mask is worn for the first time in the day, and may not be changed.
    I like that you've made some masks unavailable until higher levels.

    My main problem with this is that it's counterpart, the Fiend mask, seems to be much more versatile and powerful than this one. Can't think of any easy way to counter this off the top of my head.......

    Ascetic (Craft DC 20)
    The thespian gains Improved Unarmed Strike as a bonus feat, and its unarmed strikes deal damage as those of a monk of its class level (unless the thespian already does higher damage). The thespian gains proficiency with the kama, nunchaku, sai, shuriken and siangham if it doesn't already. As well, the thespian gains 1 hit point per class level, a +1 bonus to all saving throws at 1st level and every three class levels afterwards, and a bonus equal to half the thespian's class level on all Balance, Climb, Hide, Jump, Listen, Move Silently, Spot and Swim.

    At 1st level, the thespian may use his or her Wisdom modifier (instead of Strength) to her attack and damage rolls when attacking with her unarmed strikes, simple weapons, or special monk weapons. As well, the thespian gains the Stunning Fist feat as a bonus feat, and is treated as a monk of the thespian's class level for purposes of determining daily uses (thus, the thespian has daily uses equal to his or her thespian class level, plus 1 for every four non-thespian, non-monk class levels while wearing this mask).

    At 4th level, the unarmed strikes of the thespian are treated as if magic weapons (if the thespian had monk levels, he or she is treated instead as a monk of the thespian's class level). As well, the thespian gains access to a single maneuver (which can be used only once per encounter) as a swordsage with an initiator level equal to the thespian's class level (plus any levels in swordsage).

    At 7th level, the thespian may expend a daily use of her Stunning Fist feat as a swift action to restore the use of an already expended maneuver, or recover hit points equal to the thespian's class level (plus any levels in monk) times his or her Wisdom modifier. The thespian gains the Spring Attack feat as a bonus feat (even if he or she does not meet the prerequisites). As well, the thespian's access to maneuvers increase to 3 (of which she may ready only two, usable only once per encounter) and gains access to one stance (which she may shift as a swift action) as if he or she were a swordsage of the thespian's class level.

    At 10th level, the thespian may expend a daily use of her Stunning Fist feat to use dimension door as a move action, except she may make a standard action afterwards. The thespian gains spell resistance equal to 10 + the thespian's character level. As well, the thespian's access to maneuvers increase to 5 (of which she may ready only three, usable only once per encounter).
    What happens if the person already has the Stunning Fist feat?

    Otherwise good...... Is it just me, or does the Thespian seem to make a better monk than the actual class (given, it's not hard to do)?

    Assassin (Craft DC 20)
    The thespian gains proficiency with the shortsword, shortbow and hand crossbow, as well as light armor if it doesn't already. While wearing the mask, the thespian may place poison in a weapon without risk as a move action. As well, the thespian gains a +1 bonus to Fortitude saves against poison and Reflex saves at 1st level and at every three class levels afterwards (4th, 7th, 10th), and a bonus equal to half the thespian's class level on all Disguise, Hide and Move Silently skills.

    At 1st level, the thespian can deliver a sneak attack that deals an extra 1d6 points of damage when flanking an opponent or at any time in which the target would be denied its Dexterity bonus. The thespian also gains the uncanny dodge special quality while wearing the mask; if it has the ability already, it gains improved uncanny dodge instead, and levels in the thespian of many roles prestige class stack with levels in classes that grant uncanny dodge.

    At 4th level, the sneak attack damage dice increases to 2d6, and the thespian may poison a weapon as a swift action. Whenever the thespian attacks with a poisoned weapon, the saving throw DC for the weapon increases by 1.

    At 7th level, the sneak attack damage dice increases to 3d6, and the saving throw DC when attacking with a poisoned weapon increases by 2. The thespian also gains the evasion special ability while wearing the mask; if it has the ability already, it gains improved evasion instead.

    At 10th level, the sneak attack damage dice increases to 4d6, and the saving throw DC when attacking with a poisoned weapon increases by 3. If the thespian studies his or her enemy for three rounds, it may make a death attack as an assassin of his or her class level. If the thespian was an assassin, the rounds of study are reduced by 1, and the thespian's time frame to make a death attack is doubled (six rounds instead of three).

    A thespian with levels in the assassin class wearing this mask stacks levels in both prestige classes to determine the caster level of assassin spells.
    Interesting about the CL. Considering the class it advances, I have no complaints about it.

    I like that it's pretty much the only way to improve the Death Attack (Reduction in rounds of studying??? Any Assassin would love it!)

    Chevalier (Craft DC 20)
    The thespian gains proficiency with all simple and martial weapons, all types of armor (light, medium and heavy) and all shields (except tower shields) if it does not have them already. As well, the thespian gains 2 hit points per class level, has a base attack bonus progression equal to his thespian level (which temporarily replaces his or her base attack bonus progression by means of class), a +1 bonus to Fortitude or Will at 1st level and every three class levels afterwards (4th, 7th, 10th), and a bonus equal to half the thespian's class level on all Diplomacy, Intimidate, Handle Animal and Ride checks.

    At 1st level, the thespian gains the Mounted Combat feat for free, and may use the fighting challenge ability of a knight once per day as a knight of the thespian's class level. This is an extraordinary ability.

    At 4th level, the thespian may summon a mount (either one he or she already possesses, or a mount prop) once per day. Treat this as if the mount spell, except the effect lasts for 1 hour per class level of the thespian or until the thespian removes his or her mask, whichever comes first. The thespian gains the Ride-by Attack feat as a bonus feat while wearing this mask, and may use the fighting challenge or test of mettle abilities three times per day (shared between the two uses) as a knight of the thespian's class level.

    At 7th level, a thespian wearing this mask and either mounted or wielding a reach weapon treats all areas he or she threatens as difficult terrain. The thespian gains the Combat Reflexes feat as a bonus feat while wearing this mask (with an effective Dexterity score equal to 10 plus the thespian's class level or the thespian's own Dexterity modifier, whichever is higher, for purposes of determining how many attacks of opportunity may be done per round). The thespian may use the fighting challenge, test of mettle and call to battle abilities six times per day (shared between the three uses) as a knight of the thespian's class level, and also the mettle class ability.

    At 10th level, the thespian has no speed penalties when wearing medium or heavy armor while wearing this mask, and never fails a Fortitude or Will save on a roll of one (but only the saving throw to which he or she has a bonus). The thespian gains the Spirited Charge feat as a bonus feat, and may use the fighting challenge, test of mettle and call to battle abilities ten times per day (shared between the three uses) as a knight of the thespian's class level.
    What happens if the mount dies? Otherwise I like this! It becomes a very good battlefield controller.

    It might be interesting if the mount received improvements at later levels, such as turning into a phantom steed spell.
    Dragon (Craft DC 30)
    The thespian gains darkvision up to 60 ft (twice this range if he or she already had darkvision), low-light vision and blindsense up to 30 ft. These abilities are supernatural abilities (an exception to the rule mentioned above). The thespian gains a +1 bonus to Fortitude and Will saves at 1st level and every three class levels afterwards (4th, 7th, 10th), and a bonus equal to half the thespian's class level in Listen, Search, Spot, and Use Magic Device.

    At 4th level, the thespian gains the ability to use a breath weapon once per encounter. This breath weapon deals 3d6 points of damage per thespian class level, and allows a Reflex saving throw equal to 10 + the thespian's class level + the thespian's Constitution or Charisma modifiers (whichever is higher); the dragon must choose the type of dragon to emulate when wearing the mask for the first time, which must comply with the alignment choice in at least one step. The thespian also develops a bite attack (using the mask's visage as the weapon) that deals 1d4 points of damage, and gains a natural armor bonus equal to 1 for every two thespian class levels.

    At 7th level, the thespian gains the frightful presence ability of a dragon, as a dragon with Hit Dice equal to the thespian's character level (saving throw based on the dragon's Charisma modifier). As well, the breath weapon of the thespian may be used twice per encounter (but requires a recharge time between uses of 1d4 rounds) and deals an extra 3d6 points of damage. The thespian develops two claw attacks that deal 1d4 points of damage, and the bite attack's damage increases to 1d6. The thespian gains damage reduction against any attack with non-magic weapons equal to the thespian's class level, and resistance 10 to the damage type of the breath weapon selected.

    At 10th level, the thespian gains a fly speed equal to twice his or her base land speed, with average maneuverability; to use this ability, the thespian must have wings (even if not fully functional) or wear wing props or a wing cape. The breath weapon of the thespian may be used at-will, but requires a recharge time of 1d4 rounds as that of a dragon, and deals up to 9d6 points of damage. The thespian's claw attack damage increases by 1d6, and the bite attack's damage increases to 1d8. The thespian gains spell resistance equal to 10 plus the thespian's character level.

    A thespian with levels in dragon shaman is treated (if not already) as a dragontouched creature for purposes of determining the power of draconic auras. A thespian with levels in dragonfire adept stacks its levels in both classes to determine the caster level for the draconic invocations while wearing this mask.
    At the basic effect, this is very good for a scout! Glad to see the dragon shaman (and adept) getting support!

    The breath weapon seems a bit strong if this is the primary masks, although I suppose this makes the breath weapon still a good choice if not a primary mask........

    Wait. The 4th level ability states the breath weapon deals 3d6 per class level, but then the 7th level and 10th level each respectively improve it? Mis-type?

    If it's only improving 3d6 at 4, 7, and 10, it becomes an ok ability.

    Faceless (Craft DC 20)
    The thespian gains a nondetection effect while wearing the mask, as if cast by a sorcerer of the thespian's class level, with a DC equal to 15 + the thespian's class level; if the effect is overcome, the thespian reveals no alignment (as if under the effect of an undetectable alignment spell). The thespian also gains a +1 bonus to Will saves against mind-affecting spells and abilities at 1st level and every three class levels afterwards (4th, 7th, 10th), and a bonus equal to half the thespian's class level on Bluff and Disguise checks.

    At 1st level, the thespian gains the ability to make an illusory change to its shape. The thespian may use disguise self at will as a spell-like ability, with a caster level equal to that of the thespian's class level. The mask seemingly disappears while the thespian uses this ability, and does not appear while transforming.

    At 4th level, the thespian gains the ability to detect thoughts at will, as a sorcerer of the thespian's class level. Furthermore, the duration of the thespian's disguise self spell-like ability increases to 1 hour per effective caster level.

    At 7th level, the thespian gains the ability to alter its own shape while wearing the mask; he or she gains the minor change shape ability, which lasts for as long as the thespian decides. While using this ability, the thespian may not remove this mask; the thespian must transform back to his regular form in order to remove it.

    At 10th level, the thespian gains immunity to sleep and charm effects, and may assume other forms as if using the alter self spell.
    I like this one! Very good for a trickster-type character. Might be interesting the alter self allowed for gaining limited physical attributes (as stated way above) for other types of creatures (assuming you're wearing the appropriate mask, of course).

    Fey (Craft DC 25)
    The thespian gains low-light vision. The thespian gains a +1 bonus to Reflex and Will saves at 1st level and every three class levels afterwards (4th, 7th, 10th), and a bonus equal to half its class level on all Bluff and Diplomacy checks.

    At 4th level, the thespian's skin gains a +2 bonus to natural armor, plus 1 for every three class levels afterwards (+3 at 7th level, +4 at 10th level). As well, the thespian gains damage reduction equal to 1 per every two class levels, bypassed by cold iron weapons (thus, a 4th level thespian has DR 2/cold iron, a 6th level thespian gains DR 3/cold iron, and so forth).

    At 7th level, the thespian gains the ability to use spell-like abilities. The thespian may choose to cast up to one spell-like ability per two class levels (rounded down, up to a maximum of 5 spell-like abilities) chosen from the enchantment or illusion schools as a bard of the thespian's class level, or from the list of ranger spells cast as a ranger of the thespian's class level plus three.

    At 10th level, the thespian's chosen spell-like abilities may be used three times per day.
    Very good for spellcasting (tripling the number of spell-likes per day at level 10!)

    The Ranger spell selection doesn't fall under the enchantment or illusion restriction, does it? (Don't think so, just figured I'd double check).

    Just as an observation, this mask is very defensive when you first acquire it at level 4.
    Fiend
    While wearing the mask, the thespian develops darkvision for up to 120 ft. (with the ability to see even in magical darkness).

    At 7th level, the thespian develops the ability to fly at a speed equal to twice his or her land speed with good maneuverability. To use this ability, the thespian must already have wings, or wear wing props or a winged cape. While wearing the mask, the thespian gains resistance 10 to acid and cold attacks and resistance 20 to fire and electricity attacks, a +4 bonus on saves against poison, and telepathy up to 100 ft.. The thespian gains the ability to choose up to one spell-like ability per two class levels (rounded up, maximum of 5 spell-like abilities) from the following domains: Death, Destruction, Evil, Strength, Trickery or War, as if prepared by a cleric of the thespian's class level (or the thespian's divine spellcasting level, if higher).

    At 10th level, the thespian gains the ability to summon powerful creatures. Treat this as if using the summon monster VI spell cast by a sorcerer of twice the thespian's class level, but only to summon evil creatures. This ability may be used at-will, but the thespian must dismiss previously summoned creatures to use this ability once again. The thespian may attempt to summon creatures as if using a summon monster VII spell, but only with a 50% of success.
    Oooooh..... Summon monster

    While slightly limited, it's very versatile. As a note, between either the Angel or Demon masks, and the Dragon mask, one can get resistance to all of the "normal" energy types (excluding sonic). Just an observation though, not really a problem.

    It'd be interesting to use this and the Dragon mask to mimic Alshardalon to a degree (Vestige, Dragon Magic).
    Gladiator (Craft DC 20)
    While wearing the mask, the gladiator gains proficiency with all martial and exotic weapons (but no simple weapons). The gladiator gains 2 hit points per class level, has a base attack bonus progression equal to his or her class level (instead of the thespian's actual progression), a +1 bonus on Fortitude saves at 1st level and every three class levels afterwards (4th, 7th, 10th), and a bonus equal to half its class level on all Intimidate checks.

    At 1st level, the thespian may choose a single weapon with which he or she has proficiency with; this choice may be altered each time the thespian wears or replaces the mask. The thespian gains a +1 competence bonus on attack rolls and a +2 competence bonus on damage rolls when using said weapon.

    At 4th level, the thespian's competence bonus on attack rolls increases by 1 (for a total of +2). Furthermore, the thespian gains access to a single maneuver (which can be used only once per encounter) as a warblade of an initiator level equal to the thespian's class level.

    At 7th level, the thespian's competence bonus on damage rolls increases by 2 (for a total of +4), and any disarm or trip attempt gains a +4 competence bonus on the opposed Strength check. At the same time the thespian chooses his or her weapon in order to gain the competence bonuses, the thespian may also choose a fighter bonus feat, to which he or she meets the prerequisites, for as long as he or she wears the mask. The thespian's access to maneuvers increase by 2 (usable once per encounter) as a warblade of an initiator level equal to the thespian's class level.

    At 10th level, the thespian's competence bonus on attack and damage rolls increase by 2 (for a total of +4 to attack and a +6 to damage), and any bull rush, overrun or sunder attempt gains a +4 competence bonus on the opposed Strength check while wielding or using the weapon. The thespian gains the ability to demoralize an enemy as a move action. Finally, the thespian's access to maneuvers increase by 3 (usable only once per encounter), and also gains access to one stance as a warblade of the thespian's class level.
    Very useful mask. I like it!

    I like that this really opens up options for other combat maneuvers.
    Hierophant (Craft DC 25)
    While wearing the mask, the thespian gains proficiency with a single weapon of his choice; the weapon must be the favored weapon of a deity, and if the thespian wears the holy symbol of a deity, the weapon must match the deity represented by the holy symbol. The thespian gains a +1 bonus on Fortitude and Will saves at 1st level and every three levels afterwards (4th, 7th, 10th), and a bonus equal to half its class level on all Diplomacy, Knowledge (nature), Knowledge (religion), Knowledge (the planes) and Sense Motive checks.

    At 1st level, the thespian gains the ability to cast a single 1st level spell of the cleric or druid spell list. The caster level for the spell-like ability is equal to the thespian's class level. As well, the thespian may cast a single orison (0-level spell) at will, chosen at the same time the 1st level spell is chosen.

    At 4th level, the thespian's gains the ability to cast two 1st level spells and one 2nd level spell of the cleric or druid spell list. The thespian may cast two 0-level divine spells at will, from either the cleric or druid spell lists. As well, the thespian gains the ability to either turn (or rebuke) undead (with a number of uses per day equal to 3 plus the thespian's Charisma modifier) or wild empathy, as a cleric or druid of the thespian's class level; the thespian must choose whether to turn (or rebuke) undead or use wild empathy at the moment the mask is first worn. A thespian assuming a good alignment must choose turn undead (and viceversa), while a thespian assuming a neutral alignment may choose between turning or rebuking. These uses of turn (or rebuke) undead may not be used to power divine feats, nor the thespian is considered as having the turn (or rebuke) undead class feature. If the thespian has levels in a class that grants turn or rebuke undead, the thespian stacks its class levels with levels in that class to determine the ability to turn or rebuke undead, but the thespian may not choose to use the opposite ability, nor the daily uses stack. If the thespian has levels in a class that grants wild empathy, levels in both classes stack for purposes of this ability.

    At 7th level, the thespian gains the ability to cast four 1st level spells, two 2nd level spells and a single 3rd or 4th level spell of the cleric or druid spell list. The thespian may also cast three 0-level divine spells at will, from either the cleric or druid spell lists. Finally, the thespian may choose to emulate access to a single domain (if the ability to turn undead was chosen, gaining the domain granted power and the ability to use all domain spells of up to 4th level once per day) or the wild shape ability of a 7th level druid (if wild empathy was chosen). These uses of wild shape may only be used to assume the form of animals, and may not be used to qualify or activate wild feats (see Complete Divine and other sourcebooks for more information) or items that activate via uses of wild shape. If the thespian already has the ability to wild shape, levels in this class and classes that grant such ability do not stack, but overlap.

    At 10th level, the thespian gains the ability to cast four 1st level spells, three 2nd level spells, two 3rd level spells, a 4th level spell and a 5th level spell of the cleric or druid spell list. A thespian that chose to turn undead (and a domain) may choose to cast the domain's 5th and 6th level spells once per day or gain temporary access to a single divine feat to which they meet the prerequisites (which may be powered by the granted uses of turn undead; this is an exception to the rule), while a thespian that chose wild empathy and the ability to wild shape may choose to use summon nature's ally V once per encounter or the ability to transform into Large animals.

    If the thespian had levels in a divine spellcasting class, all levels in thespian stack with levels in those classes to determine the caster level for divine spells. If belonging to more than one divine spellcasting class, the thespian must choose to which spellcasting class this benefit applies. The thespian may not have a caster level for divine spells higher than his or her character level while wearing this mask. Levels in thespian don't stack for purposes of turn undead, wild empathy or wild shape, except as indicated above.
    I'm glad that CL stacking has been introduced! Question: what about the CL for the spell-like abilities granted? Does any divine caster's levels stack for this?

    Also, I can't help but notice the omission of using turn (or rebuke) undead for powering devotion feats or items that run off of it. How does the above stack with it?

    It's also interesting that the Angel (and Demon) mask gives you more 5th level spells than a spellcaster mask (although their list is much more limited, and this mask gives other abilities too). Again, I wouldn't be too worried about it.

    Jester (Craft DC 20)
    While wearing the mask, the thespian gains proficiency with any single, martial or exotic thrown weapon that has a range increment no larger than 30 ft., as well as light armor. The thespian gains a +1 bonus on Reflex and Will saves at 1st level, and every four levels afterwards (4th, 7th, 10th), and a bonus equal to half its class level on all Balance, Bluff, Jump, Perform, Sleight of Hand and Tumble checks.

    At 1st level, the thespian gains a +1 competence bonus on all attack rolls and a +2 competence bonus on all damage rolls when attacking with thrown weapons, but only when thrown; thus, a thespian does not gain this benefit when making a melee attack with a dagger, but does when throwing it. The thespian also gains the ability to cast a single 1st level spell from the enchantment or illusion spell list as if a bard of its class level.

    At 4th level, the thespian's competence bonus on attack rolls with thrown weapons increases by 1 (for a total of +2), and is treated as if having the Far Shot feat when throwing a weapon. The thespian gains the ability to use hypnotism, as the spell, a number of times per day equal to its class level, as follows: the thespian may fascinate any number of creatures, up to a number of HD equal to twice his class level. The saving throw DC is equal to 10 + the thespian's class level + the thespian's Charisma modifier. The thespian must spend a standard action concentrating on the fascinated creatures.

    At 7th level, the thespian's competence bonus on damage rolls with thrown weapons increases by 2 (for a total of +4), and the weapon returns to its hand at the end of the turn (as if the weapon had the returning class feature). If the thespian fascinates a creature (by means of the hypnotism spell, or the fascinate bardic music class feature, or another means), it may expend one of its daily uses of hypnotism to make a suggestion, as a bard of the thespian's class level. Furthermore, the thespian gains the ability to "prepare" three spell-like abilities of the enchantment or illusion school of up to 3rd level, as if a bard of the thespian's class level.

    At 10th level, the thespian's competence bonus on attack and damage rolls with thrown weapons increases by 2 (for a total of +4 to attack and a +6 to damage). If the thespian fascinates a creature (by means of the hypnotism spell, or the fascinate bardic music class feature), it may expend two of its daily uses of hypnotism to impose a lesser geas on the target, except it only works on a single creature regardless of HD, and the creature receives no saving throw.

    If the thespian had levels in bard, beguiler (see Player's Handbook II), enchanter, illusionist or jester (see Dragon Compendium), all levels in thespian stack with levels in those classes to determine the caster level of their spells. If belonging to more than one of these classes, the thespian must choose to which spellcasting class this benefit applies.
    Throwing Trickster mask! Interesting to see the two combine!

    I like it.
    Lich (Craft DC 30)
    While wearing the mask, the thespian gains resistance 20 to cold and electricity attacks and a +4 bonus on saves against mind-affecting and polymorph effects. The thespian gains a +1 bonus on Will saves at 1st level, and every four levels afterwards (4th, 7th, 10th), and a bonus equal to half its class level on all Hide, Knowledge (arcana), Knowledge (religion), Listen, Move Silently, Search, Sense Motive, Spellcraft and Spot.

    At 4th level, the thespian gains the ability to cast a single 1st or 2nd level spell from the necromancy school as a wizard of the thespian's class level. The thespian also gains the ability to use touch of fatigue at will.

    At 7th level, the thespian gains the ability to "prepare" and cast up to three spells from the necromancy school of up to 4th level as a wizard of the thespian's class level. Whenever casting a necromancy spell (either one of the spell-like abilities or an actual spell), the thespian's caster level is increased by 1. Furthermore, the thespian gains the ability to use chill touch at will as a 1st level wizard (thus, it may make only a single touch; this ability is not modified by the mask's caster level bonus).

    At 10th level, the thespian gains the ability to "prepare" and cast up to five spells from the necromancy school of up to 5th level as a wizard of the thespian's class level. Whenever casting a necromancy spell (either one of the spell-like abilities or an actual spell), the DC of the spell's saving throw increases by 1. Furthermore, the thespian may paralyze a creature as if using the ghoul touch spell, except the saving throw DC is equal to 10 + the thespian's class level + the thespian's Intelligence or Charisma modifier (whichever is higher; this includes the +1 bonus to saving throw DC from the mask) and the creature exudes no stench.

    If the thespian had levels in necromancer or dread necromancer (see Heroes of Horror), all levels in thespian stack with levels in those classes to determine the caster level of their spells. If belonging to more than one of these classes, the thespian must choose to which spellcasting class this benefit applies. The thespian may not have a caster level for arcane spells higher than his or her character level while wearing this mask.
    CL for Touch of Fatigue and Ghoul Touch?

    I don't know that there needs to be a CL limit on Chill Touch. The secondary effects of this mask feel a little bit weaker than other masks of similar styles...

    No healing from negative energy?
    Magus (Craft DC 25)
    While wearing the mask, the thespian gains a +1 bonus to Will saving throws at 1st level and every three levels afterwards (4th, 7th, 10th), and a bonus equal to half its class level on Concentration, Decipher Script, Knowledge (arcana), Knowledge (the planes), Spellcraft and Use Magic Device.

    At 1st level, the thespian gains the ability to cast a single 1st level spell from the sorcerer/wizard spell list (but not spells exclusive to sorcerers or wizards) as a wizard of the thespian's class level. The thespian is treated as a wizard of its class level when using spell trigger or spell completion items, as well.

    At 4th level, the thespian gains the ability to "prepare" and cast two 1st level spells and one 2nd level spell from the sorcerer/wizard spell list (but not spells exclusive to sorcerers or wizards) as a wizard of the thespian's class level. When casting an arcane spell or spell-like ability, the thespian's caster level is increased by 1.

    At 7th level, the thespian gains the ability to "prepare" and cast four 1st level spells, two 2nd level spells and a single 3rd or 4th level spell from the sorcerer/wizard spell list (but not spells exclusive to sorcerers or wizards) as a wizard of the thespian's class level. When casting an arcane spell or spell-like ability, the saving throw DC of the spell increases by 1.

    At 10th level, the thespian gains the ability to "prepare" and cast four 1st level spells, three 2nd level spells, two 3rd level spells, a 4th level spell and a 5th level spell from the sorcerer/wizard spell list (but not spells exclusive to sorcerers or wizards) as a wizard of the thespian's class level. The thespian may choose a single metamagic feat to which he or she meets the prerequisites, which may be spontaneously applied to a single spell-like ability once per encounter. The thespian may not choose any of the Fell metamagic feats from Libris Mortis (Fell Animate, Fell Drain or Fell Frighten), Heighten Spell, Persistent Spell or Quicken Spell in this way. When using this special ability, the spell to be modified must comply with the requirements of the metamagic feat.

    If the thespian had levels in an arcane spellcasting class, all levels in thespian stack with levels in those classes to determine the caster level for arcane spells. If belonging to more than one arcane spellcasting class, the thespian must choose to which spellcasting class this benefit applies. The thespian may not have a caster level for arcane spells higher than his or her character level while wearing this mask.
    I can understand not allowing Persistent spell to apply, and perhaps Quicken, but why not Heighten? At later levels, it seems like this may be necessary to keep up with the save DC's of full spellcasters.

    Considering this allows for full access of spells from wizards and sorcerers this is good (assuming the right spells are chosen of course, the fact that you can chose when you first wear the mask and not at the beginning of the day helps of course!)
    Minstrel (Craft DC 20)
    While wearing the mask, the thespian gains proficiency with the longsword, rapier, shortsword, shortbow and whip (if it doesn't already), with light armor and light shields. The thespian gains a +1 bonus to Reflex and Will saves at 1st level, plus 1 for every three class levels afterwards (4th, 7th, 10th), and a bonus equal to half its class level on all Bluff, Concentration, Diplomacy, Disguise, Gather Information, all Knowledge skills, Listen, Perform, Sense Motive, Spellcraft and Use Magic Device checks.

    At 1st level, the thespian gains the ability to grant all allies within hearing range a +1 competence bonus on the following rolls: attack rolls, weapon damage rolls, saving throws, skill checks or ability checks. The thespian may use this ability once per day for every class level. This benefit lasts for as long as the thespian concentrates (with a standard action) and up to half the thespian's class level (rounded down) afterwards. As well, the thespian is treated as a bard of its class level when using spell trigger or spell completion items, as well.

    At 4th level, the thespian's competence bonus on a single roll increases by 1 (for a +2 bonus to a single roll). The thespian may choose to provide the bonus to two different types of rolls, such as attack rolls and weapon damage rolls, but the thespian only offers a +1 on both rolls. The thespian gains the ability to cast a single 1st or 2nd level spell from the bard spell list as a bard of the thespian's class level.

    At 7th level, the thespian's competence bonus on a single roll increases by 1 (for a +3 bonus to a single roll). The thespian may choose to provide the bonus to two or three different types of rolls; the thespian offers a +2 bonus on two rolls or a +1 bonus on three rolls. Furthermore, the thespian gains the ability to cast two spells of up to 3rd level from the bard spell list as a bard of the thespian's class level.

    At 10th level, the thespian's competence bonus on a single roll increases by 1 (for a +4 bonus to a single roll). The thespian may choose to provide the bonus on up to four different types of rolls, with decreasing benefit (+3 on two rolls, +2 on three rolls or +1 on four rolls).

    If the thespian was a bard or jester (see Dragon Compendium) before entering this prestige class, the thespian may activate the competence bonus alongside bardic music on subsequent turns (and viceversa); for example, a bard 7/thespian of many roles 4 may choose to use inspire courage in the first turn (offering a +2 bonus from advancing bard class features), then provide a further +1 bonus on attack rolls and damage rolls next turn. The thespian may expend a daily use of bardic music to activate the competence bonus, and up to two daily uses of this ability to activate a bardic music ability. This also applies to the jester's performances. As well, levels in bard (or jester) and thespian of many roles stack for purposes of determining caster level; the thespian may not have a caster level for bard or jester spells higher than his or her character level while wearing this mask.
    This + Bard = Buffer Friendly!

    I like how you made it's buffing ability. Quite the number of bonuses to skills!

    No complaints.
    Oracle (Craft DC 25)
    While wearing the mask, the thespian gains a +1 bonus to Will saves at 1st level, plus 1 for every three class levels afterwards (4th, 7th, 10th), and a bonus equal to half its class level on all Concentration, Gather Information, Knowledge (psionics), Listen, Psicraft, Spot and Use Psionic Device skills.

    At 1st level, the thespian gains the ability to manifest a single 1st level power of the clairsentience discipline as a psi-like ability once per day, with a manifester level equal to the thespian's class level. The power may be chosen from the psion/wilder power list, or from the list of powers granted to the seer. As well, the thespian gains the Wild Talent feat and is treated as a psionic creature; if the thespian already has a power point reserve, the power point reserve increases by 2 while he or she wears the mask. Once the power points are expended, the thespian may not recover them until 24 hours have been expended.

    At 4th level, the thespian's manifesting ability expands. The thespian may manifest up to two powers from the clairsentience discipline of 1st level and a single 2nd level power, chosen when the mask is first worn for the day. Unlike other manifesters, the thespian "prepares" the powers when the mask is first worn, and the decision may not be changed if the mask is replaced later on the day until 24 hours have passed; the thespian may manifest the same 1st level power as a psi-like ability twice or select two different powers. As well, the thespian gains the uncanny dodge class feature while wearing the mask.

    At 7th level, the thespian's manifesting ability expands further. The thespian may manifest up to three 1st level powers, two 2nd level powers and a single power of either 3rd or 4th level from the clairsentience discipline, chosen when the mask is first worn for the day. As well, the thespian gains the improved uncanny dodge class feature, and a rogue attempting to flank the thespian must have a level higher than the thespian's class level +4 (plus any other levels that grant uncanny dodge).

    At 10th level, the thespian's manifesting ability expands even further. The thespian may manifest up to four 1st level powers, three 2nd level powers, two 3rd level powers and a single power of either 4th or 5th level from the clairsentience discipline, chosen when the mask is first worn for the day. As well, once per day, the thespian may invoke a prophetic insight that grants him or her a bonus equal to half its class level on a single attack roll, Armor Class against a single attack, saving throw, initiative roll, skill check or ability check as an immediate action.

    If the thespian was a psion, wilder or ardent (see Complete Psionic) before entering this prestige class, levels in this prestige class stack with levels in those classes to determine his or her manifester level. If the thespian had levels in more than one of these classes, the thespian must choose to which of the manifesting classes this benefit applies. The thespian may not have a manifester level for psionic powers higher than his or her character level while wearing this mask.
    Interesting. I'd be willing to allow Prophetic Insight (level 10 ability) useable 1/encounter.

    I don't know much about psionics, perhaps this will encourage me to learn some, huh?
    Prince (Craft DC 20)
    While wearing the mask, the thespian gains proficiency with all simple and martial weapons (if not proficient already), with all armor and all shields. The thespian gains 1 hit point per hit dice, a +1 bonus on Will saves at 1st level and every three levels afterwards (4th, 7th, 10th), and a bonus equal to half its class level on all Diplomacy, Forgery, Gather Information, Knowledge (nobility and royalty), Perform, Ride and Sense Motive skills.

    At 1st level, the thespian gains the ability to summon a mount, as if using the mount spell, at will. Furthermore, any enemy within 30 ft. takes a -1 penalty on all Will saving throws against mind-affecting effects.

    At 4th level, the thespian gains the ability to heal wounds by touch. Once per encounter, the thespian gains the ability to use one of the following spells as a spell-like ability: cure moderate wounds, remove curse, remove disease. Furthermore, the penalty on Will saves against mind-affecting effects increases by 1 (for a -2 penalty).

    At 7th level, the thespian's presence shakes the resolve of the stalwart. All hostile creatures within 30 ft. of the thespian must make a Will saving throw (DC equal to 10 + the thespian's class level + the thespian's Charisma modifier) or become shaken for as long as they see and hear the thespian and for 1 round thereafter. Creatures that make the save aren't affected by this ability for 24 hours. If the creature is not hostile, a failed Will save instead improves its attitude by one step.

    At 10th level, the thespian's words are orders. Once per day, the thespian may enthrall a creature as if using dominate monster or force a creature through a geas, except the saving throw for these effects is equal to 10 + the thespian's class level + the thespian's Charisma modifier. Furthermore, the penalty on Will saves against mind-affecting effects increases by 1 (for a -3 penalty).
    Geas is quite strong, especially when useable as a standard action (considering it's a spell-like ability).

    As a note: the Chevalier can only summon a mount 1/day, gained as a 4th level ability. This guy can use mount at will, at level 1.

    The penalty to will save works quite well with several of the spell casting abilities granted from other masks.

    If an enemy fails it's save, leaves the aura, and re-enters, does he get another save?
    Saboteur (Craft DC 20)
    While wearing the mask, the thespian gains proficiency with the shortbow, shortsword and hand crossbow (if not proficient already), with a single light exotic weapon, light armor and light shields. The thespian gains a +1 bonus on Reflex saves at 1st level and every three levels afterwards (4th, 7th, 10th), and a bonus equal to half its class level on all Appraise, Disable Device, Forgery, Open Lock, Search and Use Rope skills. Furthermore, the thespian gains the trapfinding ability, as the rogue ability of the same name.

    At 1st level, the thespian gains the trap sense ability of a rogue, gaining a +1 dodge bonus to Armor Class and a +1 bonus on Reflex saves related to traps. Furthermore, when attacking a construct, the thespian gains a +2 bonus on attack rolls and damage rolls against them.

    At 4th level, the thespian's trap sense bonuses increase to 2, and the bonuses against constructs increase by 4. The thespian is treated as if having the evasion class feature.

    At 7th level, the thespian's trap sense bonuses increase to 3, and the bonuses against constructs increase by 6. The thespian also gains a +4 bonus on disarm checks.

    At 10th level, the thespian's trap sense bonuses increase to 4, and the bonuses against constructs increase by 8. The thespian is treated as if having the improved evasion class feature.
    The bonuses against constructs seems a bit specific, but it does fit the theme quite well. The Disarm bonus works quite well with the bonus from the Gladiator mask.

    Good, but situational. When you need it, you need it!
    Savage (Craft DC 15)
    While wearing the mask, the thespian gains proficiency with all simple and medium weapons (if not proficient already), light and medium armor, and light shields. The thespian gains 2 hit points per hit dice, has a base attack bonus progression equal to his thespian level (which temporarily replaces his or her base attack bonus progression by means of class), a +1 bonus to Fortitude at 1st level and every three class levels afterwards (4th, 7th, 10th), and a bonus equal to half the thespian's class level on all Climb, Intimidate, Hide, Jump, Knowledge (nature), Listen, Move Silently, Spot, Survival and Swim skills.

    At 1st level, the thespian develops a pair of claws that deal 1d4 points of damage (if Medium) plus his or her Strength modifier. The thespian is considered proficient with its natural weapons. Furthermore, the thespian gains the benefit of the Track feat while wearing the mask.

    At 4th level, the thespian's claws deal 1d6 points of damage and are treated as if magical weapons. The thespian, once per day, may fly into a rage (as if a barbarian), but if the mask is removed, the rage immediately ends. Finally, the thespian gains the scent special quality while wearing the mask.

    At 7th level, the thespian's claws deal 1d8 points of damage, and if he or she strikes with both claws successfully, he or she may rend (dealing the same damage as the claws plus 1-1/2 times its Strength modifier). The thespian gains the ability to rage twice per day. When entering the rage, the thespian may elect to utter a howl that causes all creatures that can hear him (or her) to make a Will save (DC 10 + the thespian's class level + the thespian's Constitution modifier) or become frightened for as long as the thespian rages.

    At 10th level, the thespian's claws deal 2d6 points of damage. The thespian gains the ability to rage three times per day, and may choose to increase either the Strength bonus, the Constitution bonus or the bonus to Will saving throws by 2 when under a rage.
    I've noticed this craft DC is lower than most other masks that can be crafted on the same level.

    Useful when you can't get a weapon. The Scent + Track is also useful for a tracker-type role!


    Final Thoughts:
    -As stated above, concerns about caster level of the spell-like abilities from the masks, especially when fighting against SR. Perhaps a bonus to CL based on Preform(Acting) ranks?
    -I'd love to see some masks for the more obscure magic systems, such as soul binding, shadow magic, Incarnum, and even *gasp!* truenaming!
    -Perhaps allow a feat to allow for having more masks crafted at once?
    -The suggestion to gain one physical ability from Alter Self could be turned into a feat.
    -Soulknife mask?

    Overall, I like this PRC very much! I will definitely be trying it out whenever I get the chance!
    Last edited by bindin garoth; 2012-12-10 at 11:26 PM.
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    Default Re: The Thespian of Many Roles: Master of Masks Meets the (Extreme) Method (Acting)

    I agree. I soulknife mask would be fun. Also, I feel like there should be a +2 circumstance bonus to Disguise while wearing a mask.

    On a side note, I had a fun idea for an intelligent item/cursed item/artifact. A lesser mask with an alter ego
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    Default Re: The Thespian of Many Roles: Master of Masks Meets the (Extreme) Method (Acting)

    Quote Originally Posted by bindin garoth View Post
    If you wanted to allow for prestige class advancement, you could put in a clause stating that any class ability cannot exceed the normal class levels for such an ability.

    Although it's fine the way it is. (Just like the idea of Factotum 5/Chameleon 5/Thespain of Many Roles 10, advancing Chameleon!)
    While the idea is interesting (with Factotum as a base ability, Chameleon using Arcane and Divine focus netting you a lot of spells and Thespian giving you four masks to cover a variety of stuff, ergo making you pretty much the ultimate jack of all trades that pretty much defaults to Tier 3/borderline Tier 2), it's one of the many reasons why I limited the progression to base classes.

    The clause effectively murders one of the main reasons why people favor so much classes that grant "+1 to class features", so it's better to keep it to the point rather than trying to give a glimpse of hope on how it can be exploited. Then again: some PrCs are less that and more classes (I'm looking at you, Assassin and Blackguard, plus Blighter and Ronin), so it's understandable that such a clause would give hope to THOSE PrCs that behave like classes proper.

    Hmm...I'll have to give it a thought.

    Most item's with the ability to be bound to chakras were underwhelming, or at least in my opinion. I'd at least allow them to to be improved upon when essentia is invested in them.

    Perhaps also allow for switching when switching around primary masks?
    How could I forget about that, the ability to switch powers when switching masks!? That was...a definite unintended slip.

    As for bound magic items: I agree as well, but that should be part of a general modification to the bound magic item system, rather than a separate exception.

    So you get the benefits as normal if you are humanoid or monstrous humanoid, but if you go for anything else, you lose all benefits except looks?

    I see the need to limit it for those types, but what about later being able to chose one physical quality (as defined by the spell) to gain?

    Just a thought.
    As I mentioned, you already get most of the creature's physical qualities when you adopt the mask. Your proposal states you get one of the shape's qualities when you use your alter ego with one of those masks. However, based on the spell's description:

    Quote Originally Posted by Alter Self, as per the SRD
    You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.
    The masks grant the following abilities based on which one you wear, just in case:
    Angel: Resistance to acid, cold and electricity, bonus to saves vs. poison, flight, tongues, aura (you'd be missing natural armor bonus and the slam, as well as the size, but that's limited to the form you can assume)
    Dragon: Darkvision, low-light vision, breath weapon, flight, frightful presence (you'd be missing natural armor bonus, size and the barrage of natural weapons)
    Fey: DR, natural armor, low-light vision (you're missing natural movement modes, which I planned to deal with and natural attacks, if any, plus size)
    Fiend: Enhanced darkvision, resistance to acid, cold, electricity and fire, bonus to saves vs. poison, telepathy, flight (you're missing NA, potential size, and natural attacks)

    ...I'll stop here, but you've probably noticed the trend. You get a lot of stuff that makes you reliably mimic the race, missing only stuff like Natural Armor and natural weapons, the one constant amongst basically all of them. The Savage mask grants a claw, which helps to solve part of the problem; Enlarge Person (or Expansion) can help with the size problem (though you'd have to find a creature with 10 or less HD that has a size larger than Large or smaller than Small, the limits for a Medium creature as per the spell), so you'd be left with Natural Armor and Damage Reduction, which are somewhat fixed with the Fey mask and with spells. You'd get very little from making the transformation as per Alter Self, except the idea of looking for exploitable builds, and I don't think the idea is to create a PrC with an overwhelming amount of exploitable potential.

    Good to see this! One of the many problems with the Master of Masks PRC was that you could only benefit from one mask at a time, and this easily solves it.

    Question though: for EX abilities such as gain full BAB, does this change all of the class levels to full BAB, even if the mask is worn at a lower level. (Ex: a level 10 Thespian is wearing the Gladiator mask as his fourth mask, does he have +7 BAB or +10BAB?)
    Good question. Right now, it's running on what I call the "gestalt approach": none of the bonuses stack, but rather they overlap, with the better bonus applying. Thus, if you have, say, Chevalier/Prince/Hierophant as a 7th level ToMR, you'd have full BAB (as per the Chevalier mask, ergo a +7), a +3 to Fortitude or Will and 14 HP (as per the Chevalier mask) and the 7th level abilities of the Chevalier mask; you'd get always a minimum of +2 from the Prince mask and a +1 from the Hierophant mask, depending on which save you chose for Chevalier. If the order was reversed (such as, say, Hierophant/Prince/Chevalier), you'd get a BAB of +5 (the ToMR native BAB is higher), a +3 to Fortitude and Will saves, 4 HP (the Chevalier mask is at 1st level in that regard, so you get only 2 HP; the Prince is at 4th level and thus grants +4, so the Prince's bonus is higher), and all other applicable bonuses.

    I fear that the benefits from the lowest level mask may be too weak....... What if the reduction of class levels was only towards gaining higher level abilities of the mask? For example, as the above example, the Gladiator mask is being worn as a fourth mask. He would gain: +20 HP, +10BAB, +4 Fort saves, +5 Intimidate checks, +1 Attack, +2 damage rolls.

    .......... Ok, considering you're wearing 4 masks, this may be a bit much. I guess my biggest problem was for things like caster level and the like.

    Although then again, if you are using spellcasting, why would you be wearing it as a 1st level mask anyways?
    Actually, it's not that much. Consider the approach I mentioned: if you were to shuffle Chevalier with Prince or Hierophant (in the above-given example), the total HP amount would change, as you'd have more or less HP. You already do that with spells like Rage or abilities such as Defensive Stance (because of the Constitution bonus), so you'd have to monitor that change, particularly at 7th level where you can change masks as a swift action. That can be very confusing, not to mention how BAB would suffer (you could equally lose or gain an extra attack). I need to see the approach on all sides (the "gestalt" approach and the "all in" approach, the one you suggest) and see which one works better.

    And, since you get half your class level on the provided skills (so as long as you have the mask worn), you could use the spellcasters' masks for the bonuses. The Magus mask grants a bonus to UMD, which is never bad. But yes: wearing the Hierophant, Lich or Magus masks (and to an extent, the Oracle and Minstrel masks) at low levels isn't as good. It's a sacrifice you have to make.

    I definitely like the idea of crafting masks for your allies to use!

    I do have a problem with a few of them, however:
    -Dragon: Is the breath weapon a line or a cone? It becomes a bit weak at later levels. Save DC?
    -Chevalier: Seems a bit weak for non-knight characters. Knight characters would love this though, or so I would imagine.
    -Fey: Save quickly becomes weak.
    -Fiend: Very quickly becomes weak, considering the level you get this.
    -Jester: Can get weak quickly.
    -Lich: See above.
    -Minstrel: Encourages only wearing for when the ability is needed, and then taking it off.
    -Prince: Save? The others are defined.
    -Saboteur: See Minstrel.
    -Savage: Seems a bit weak.
    The "lesser" role masks are built with the idea that they're basically abilities you'd get from a cheap mask. That's the problem with the save DCs, because they'll rarely scale as they're magic items. They all become weak because of how you determine the default (the default save DC is always 10 + equivalent spell level + the minimum Int requirement to cast the spell), so saves will always be predictable (10 for 0-level, 11 for 1st, 13 for 2nd, 14 for 3rd, 16 for 4th, 17 for 5th, 19 for 6th, 20 for 7th, 22 for 8th and 23 for 9th). Scaling DCs would be dangerous aside from a general overhaul of magic items, because you'd make other abilities a bit redundant.

    Now, bit by bit handling the rest:
    Dragon: that one I really missed, oddly enough. The closest item that would grant a breath weapon is the Elixir of Fire Breath, but that doesn't mention a line or a cone (only a single target), but it'd be Reflex DC 13 (see above for why, as Scorching Ray, the spell by which the Elixir is based, is a 2nd level spell), and I'd default to a 15 ft. cone.
    Chevalier: a Will save of DC 15 lasts for quite some time, actually. To consider an ability "weak", you should reliably pass it 25% of the times, which means you have to succeed on a 5 or more. A character with weak Will saves will need a Wisdom of 18 or a +4 or higher bonus to saving throws to achieve that bonus by 20th level, and a reasonable approximation would be at, say, 10th level (you'd have a cloak of resistance +2 or +3, a Wisdom of 12 for a +3/+4, a base save of +3 for a +6/+7, so you'd need another way to get a +3/+4 bonus to saves; monsters at CR 10 would probably need something less). Since the item costs 1000 gp, it's definitely meant for low levels, so it fits (that you need to wait a minimum of level 13 to achieve it might be the difference)
    Minstrel, Saboteur: Minstrel, to an extent, mimics the Bardic Knack/Cunning Knowledge abilities. Saboteur grants an ability you can get through, say, gloves or daggers (Dagger of Entry from Arms & Equipment Guide comes to mind). Indeed: both are good until used, but you're probably expected to have items you'll use only once per day and then store (Eternal Wands come to mind). The extra bonus to any saving throw from the Minstrel could be changed, but the cost would have to multiply by a lot; Saboteur, on the other hand, is fine for what it provides (cheaper than an Eternal Wand of Knock, that is).
    Savage: it's not that weak, considering that you get a version of Rage for 5 rounds which provides a rare modifier to Strength and Constitution (morale, not enhancement; ergo, it stacks). For what a battle lasts, it's reasonable enough; outside of battle, it's a thing to think ("should I save it for combat, or get the +2 Strength bonus to burst the door open/break the chains/etc.")

    What I think would be better: Each mask gave a small passive benefit. This way, there's no worries about save DC's becoming weak, or wearing a mask for a single use and then taking it off.
    It's VERY difficult to think of a small passive benefit that's not "+1 to X or Y". That's not the idea. I consider giving proficiency with all exotic weapons something that's passive, but by no means "small" (it's quite large, because it's the equivalent of getting over 20 free feats). Aside from Gladiator, it fits most of the items you'd get from the MIC, which have a similar trend.

    Also, this is just a personal thing, but I'd get rid of the XP cost. You are learning to craft these through class features after all. I guess I just feel that you shouldn't have to pay XP, considering it was learned from a class.
    This, however, is a thought-provoking comment. There IS an equivalent that solves the improvement of the lesser role masks AND also nulls the XP requirement, but might hurt a bit. How about negating the XP cost, but quintuple the GP cost and thus make save DCs improve (at least, based on an ability score) and probably grant extra uses per day or extra features on some items?

    Can a Thespian of Many Roles wear his own masks?
    Oddly enough, I didn't mentioned it, but...of course! The thought offends! In essence, you can create a mask that works also as a lesser role mask, granting you the ability to improve the abilities of many of the masks through your Mask Specialist ability. That was always the intention.

    Quote Originally Posted by bindin garoth View Post
    My main problem with this is that it's counterpart, the Fiend mask, seems to be much more versatile and powerful than this one. Can't think of any easy way to counter this off the top of my head.......
    The Angel mask gets one of the two auras because it's what defines them (and that's working with Archons and Angels alone: Guardinals almost always get Lay on Hands, whereas Eladrin get alternate forms). The Fiend mask gets a very potent version of their Summon Fiend ability, another thing that identifies virtually all fiends. Obviously Summon Monster IS more powerful than a simple aura, particularly if it's SM VI/VII.

    On the other hand, domain-wise, most of the domains are counterparts of the other, aside from War which appears in both: Good/Evil, Luck/Trickery, Destruction/Protection, Death/Healing; the ones that don't seem to fit are Strength and Sun. Both sets of domains provide a very wide set of abilities; consider Luck vs. Trickery, for example, for when you need to work with scoundrelly characters.

    What happens if the person already has the Stunning Fist feat?

    Otherwise good...... Is it just me, or does the Thespian seem to make a better monk than the actual class (given, it's not hard to do)?
    The question solves itself: you get to treat your thespian levels as if they were Monk levels for purpose of daily uses. If you mean whether they get another feat...well, they don't. I have to be emphatic on this one, because otherwise you'd have to get two feats for free if you already have Imp. Unarmed Strike.

    As for the second question: it's not you. You've mentioned it: it's not hard to do. Making a better monk than the monk doesn't take much, and I've taken the liberty of stacking Swordsage on top of it, to please the "unarmed Swordsage == Monk" people. However, if you're an avid fan of retools, how can you compare the Thespian's Ascetic mask with the Retooled 2.0 Monk and say the former is better than the latter!?

    Interesting about the CL. Considering the class it advances, I have no complaints about it.

    I like that it's pretty much the only way to improve the Death Attack (Reduction in rounds of studying??? Any Assassin would love it!)
    There's other ways. One of them is a spell. The other is getting a class that also grants Death Attack, so that its DC gets boosted.

    What happens if the mount dies? Otherwise I like this! It becomes a very good battlefield controller.

    It might be interesting if the mount received improvements at later levels, such as turning into a phantom steed spell.
    If the mount dies, since it duplicates a conjuration [summoning] spell, the creature returns to the place from where it was summoned, with all the wounds but not entirely dead.

    That said: the class it emulates (the Knight) doesn't progress mounts, so that'd be one minus. On the other hand, the PrC it ALSO emulates (the Cavalier) DOES progress the mount, so...how should I deal with it? The Phantom Steed equivalent is formidable (in fact, it's what I did with the Special Mount for the Project Heretica Paladin!). I'll definitely take your suggestion under consideration, since it's basically taking the 7th level ability to improve the mount so as to make it become a more realistic Phantom Steed. It would make the mount slightly better than that of a Paladin, so I'd have to count for those levels as well when determining how the mount progresses. In fact: I have no clue why I didn't thought of this first...

    At the basic effect, this is very good for a scout! Glad to see the dragon shaman (and adept) getting support!

    The breath weapon seems a bit strong if this is the primary masks, although I suppose this makes the breath weapon still a good choice if not a primary mask........

    Wait. The 4th level ability states the breath weapon deals 3d6 per class level, but then the 7th level and 10th level each respectively improve it? Mis-type?

    If it's only improving 3d6 at 4, 7, and 10, it becomes an ok ability.
    I always like to support the weaker classes. That's part of my 'brewing philosophy: to consider all that WotC did and improve it, particularly those classes that didn't got that much support.

    As for the breath weapon: the idea was that it improved with the tiers in mind, but how it exactly got into that is beyond me. Perhaps it's because I noticed that 3d6 points of damage per class level was way too strong, and thus I nerfed it, but forgot to remove that small bit. In any case, it should improve at 4th, 7th and 10th, much as what you'd get from a class such as dragon shaman or dragonfire adept.

    I like this one! Very good for a trickster-type character. Might be interesting the alter self allowed for gaining limited physical attributes (as stated way above) for other types of creatures (assuming you're wearing the appropriate mask, of course).
    If I were to do that, then Alter Ego would become a bit pointless, no? The idea with Alter Ego was as follows: the Faceless mask strongly duplicates a Doppleganger, which is a humanoid creature. Alter Ego goes a bit deeper, as it allows you to effectively become that persona for an extended amount of time. The Alter Ego effect should be much more powerful than the Faceless mask, or else you wouldn't use Alter Ego given that it's "weaker" because of its limitations. Also, as mentioned above, the masks already grant a wide variety of features from the race itself, so Alter Self's properties are mildly pointless in that regard.

    The Ranger spell selection doesn't fall under the enchantment or illusion restriction, does it? (Don't think so, just figured I'd double check).
    Nope, it shouldn't. Note that it's an "OR" statement (Enchantment OR Illusion OR Ranger spell list), so any spell outside of the Enchantment/Illusion list that's on the Ranger spell list qualifies. Rangers and Druids get only very little Enchantment spells (Calm/Charm Animal, off the top of my mind) and essentially no Illusion spells on Core, so you'd be making those abilities redundant. The idea is also to have spells like Cure X Wounds, Barkskin, Entangle and others as part of the Fey SLA list, since those are spells you expect fey to cast.

    I'm glad that CL stacking has been introduced! Question: what about the CL for the spell-like abilities granted? Does any divine caster's levels stack for this?
    Ideally, if I allow CL to stack, it should be reasonable that the opposite is also true: the SLAs you get are based off your divine spellcaster CL (the same should also be true for the Assassin, Lich, Magus and Minstrel classes, and also for the Oracle mask in terms of manifester level). Practically...I need a way to mention it that's easy to understand, since stuff I consider easy to understand doesn't necessarily mean others will understand it as easily as I do.

    Also, I can't help but notice the omission of using turn (or rebuke) undead for powering devotion feats or items that run off of it. How does the above stack with it?
    It's explained: perhaps not as clearly as I would like, but it's pretty clear. You aren't receiving the turn/rebuke undead ability, so you can't use it to power items or devotion feats; the domain feats are a specific example of the rule, basically to point the obvious. If you HAVE the ability, then you can use your higher effective Cleric level for the domain feats that are based off turning checks, but not for anything else. Since you don't get extra daily uses, you're stuck with what you have.

    It's also interesting that the Angel (and Demon) mask gives you more 5th level spells than a spellcaster mask (although their list is much more limited, and this mask gives other abilities too). Again, I wouldn't be too worried about it.
    It's intentional. The Angel and Fiend masks grant more SLAs but limit the lists from where you can choose: quantity versus versatility.

    CL for Touch of Fatigue and Ghoul Touch?
    Odd that I didn't add them. Should be as usual: based on your class level. However, as it's stated, it's based on your character level, which is better. Given that Touch of Fatigue and Ghoul Touch are low-level spells, it's reasonable.

    I don't know that there needs to be a CL limit on Chill Touch. The secondary effects of this mask feel a little bit weaker than other masks of similar styles...
    There has to be a limit, as painfully shown while I was playing. Assuming an entry of Bard at 5th level and a Thespian level of 7th with Lich as primary mask, you'd get two attacks per round. If it were based on your caster level, you'd get 1 touch per caster level, so that'd be 7-12 touches (perhaps more, if I were to add the +1 bonus to CL). That means you can make a full attack for two touches for up to six rounds, each time potentially dealing 1 point of Strength damage. Play a little bit more, and with full BAB and Haste, that's about 3-4 touch attacks per round, potentially 5. Since you might get a solid boost to Charisma AND you get the boost from the mask itself, that's a solid chance you can land up to 5 points of Strength damage per round, making any melee character essentially a non-threat. Limiting it to 1 point per round makes it resemble the weakening touches of various undead creatures.

    As for how "weak" they feel: these are three spells that usually replicate the touch attacks of various undead creatures. The limiting factor will be the equivalent spell level for all SLAs, which limits them to [10~12+Cha modifier] to the DC. I might boost the DCs to 10 + thespian class level + Cha modifier, though, if it does feel that weak.

    No healing from negative energy?
    Nope. In this case, I declined to give it, mostly because there's ways to replicate it (Tomb-Tainted Soul, spells) but also because the Lich mask has no way to, aside from spells, heal itself with negative energy (no Charnel Touch, for example).

    I can understand not allowing Persistent spell to apply, and perhaps Quicken, but why not Heighten? At later levels, it seems like this may be necessary to keep up with the save DC's of full spellcasters.

    Considering this allows for full access of spells from wizards and sorcerers this is good (assuming the right spells are chosen of course, the fact that you can chose when you first wear the mask and not at the beginning of the day helps of course!)
    The thing with Heighten has to be understood from the point of view of the metamagic application itself. In essence, you could have Maximize, Extend, Widen or Empower Spell apply with no increase to the spell's level, because otherwise you'd be limited to which MM feats to apply. You're already limited by means of CL requirements for feats like Maximize; Heighten isn't limited in that regard.

    Heighten, on the other hand, has the odd combination of no CL requirement and no limits on how high it can get. In that regard, you can treat it as if having a 9th level spell from a 1st level one, or a 5th level one, for a near-unbeatable spell DC. It's not the same to get a mild boost like +2 to save DC, than a +8 to save DC. That...volatility is what I intend to prevent with Heighten.

    Interesting. I'd be willing to allow Prophetic Insight (level 10 ability) useable 1/encounter.
    Tempting idea. It's not as powerful as Moment of Prescience (evidently from where I based the ability), but it's still pretty strong.

    Geas is quite strong, especially when useable as a standard action (considering it's a spell-like ability).
    Actually, compared to Lesser Geas...it's weaker. 3d6 + sickened is hilariously weaker than -2 to all ability scores per day (to a maximum of -8), but since the effect lasts pretty much permanently, it can "seem" as powerful enough. I incline, however, on the side of "it's fair enough" because it requires a saving throw AND the effect doesn't work on enemies you're liable to kill anyways (same as poison or disease)

    As a note: the Chevalier can only summon a mount 1/day, gained as a 4th level ability. This guy can use mount at will, at level 1.
    >.< Somehow it motivates the idea that the Cavalier's mount should stack, compared to that of the Prince...

    If an enemy fails it's save, leaves the aura, and re-enters, does he get another save?
    It shouldn't, as once the effect is in place, since it depends on watching and hearing the Thespian, so you don't end the effect.

    I've noticed this craft DC is lower than most other masks that can be crafted on the same level.
    It's intentional. Most of the masks accessible from 1st level have a DC of 20, arguing to their difficulty to craft. The Savage mask, on the other hand, is meant to be easier to craft (a big plank of wood with lots of painting and stuff), so the save DC is lower.

    Final Thoughts:
    -As stated above, concerns about caster level of the spell-like abilities from the masks, especially when fighting against SR. Perhaps a bonus to CL based on Preform(Acting) ranks?
    -I'd love to see some masks for the more obscure magic systems, such as soul binding, shadow magic, Incarnum, and even *gasp!* truenaming!
    -Perhaps allow a feat to allow for having more masks crafted at once?
    -The suggestion to gain one physical ability from Alter Self could be turned into a feat.
    -Soulknife mask?
    • Exactly how ranks in Perform (acting) influence CL is difficult to justify. It's not Bardic Music (which is mostly [Su], with only Fascinate, Suggestion and Mass Suggestion being [Sp]), but rather a different set of SLAs, akin to those of the Factotum. Bonuses will have to be different, either making all of them based on character level (not the best idea IMO) or make a few of them based on existing arcane/divine CL.
    • I'd like to as well. It'll be difficult, though. Truenaming *might* be easier than the others, but right now I'm looking at archetypes that might need to be fulfilled in order to make new masks. As I mentioned, Binder is dealt better with an ACF, if only because a mask that provides soulbinding will be extremely potent. Truenaming, on the other hand, might represent the "Diplomat" or "Philosopher", whose words can change things.
    • I rarely like to make feats to address things for one class, mostly because feats shouldn't serve as patches to classes.
    • Making a mask based on the Soulknife is easy. Justifying it...now that's the harder part. The Soulknife has the main quality of creating a mind blade, so it mostly represents a self-forger or weapon master archetype. If it were April, I'd make an awesome mask out of it, but it's not April. Good thing we Latin Americans have December 28th, no?
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    Default Re: The Thespian of Many Roles: Master of Masks Meets the (Extreme) Method (Acting)

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    Quote Originally Posted by T.G. Oskar View Post
    While the idea is interesting (with Factotum as a base ability, Chameleon using Arcane and Divine focus netting you a lot of spells and Thespian giving you four masks to cover a variety of stuff, ergo making you pretty much the ultimate jack of all trades that pretty much defaults to Tier 3/borderline Tier 2), it's one of the many reasons why I limited the progression to base classes.

    The clause effectively murders one of the main reasons why people favor so much classes that grant "+1 to class features", so it's better to keep it to the point rather than trying to give a glimpse of hope on how it can be exploited. Then again: some PrCs are less that and more classes (I'm looking at you, Assassin and Blackguard, plus Blighter and Ronin), so it's understandable that such a clause would give hope to THOSE PrCs that behave like classes proper.

    Hmm...I'll have to give it a thought.
    I understand the hesitation. It was mainly food for thought.

    How could I forget about that, the ability to switch powers when switching masks!? That was...a definite unintended slip.

    Hey, it happens to us all!
    As I mentioned, you already get most of the creature's physical qualities when you adopt the mask. Your proposal states you get one of the shape's qualities when you use your alter ego with one of those masks. However, based on the spell's description:



    The masks grant the following abilities based on which one you wear, just in case:
    Angel: Resistance to acid, cold and electricity, bonus to saves vs. poison, flight, tongues, aura (you'd be missing natural armor bonus and the slam, as well as the size, but that's limited to the form you can assume)
    Dragon: Darkvision, low-light vision, breath weapon, flight, frightful presence (you'd be missing natural armor bonus, size and the barrage of natural weapons)
    Fey: DR, natural armor, low-light vision (you're missing natural movement modes, which I planned to deal with and natural attacks, if any, plus size)
    Fiend: Enhanced darkvision, resistance to acid, cold, electricity and fire, bonus to saves vs. poison, telepathy, flight (you're missing NA, potential size, and natural attacks)

    ...I'll stop here, but you've probably noticed the trend. You get a lot of stuff that makes you reliably mimic the race, missing only stuff like Natural Armor and natural weapons, the one constant amongst basically all of them. The Savage mask grants a claw, which helps to solve part of the problem; Enlarge Person (or Expansion) can help with the size problem (though you'd have to find a creature with 10 or less HD that has a size larger than Large or smaller than Small, the limits for a Medium creature as per the spell), so you'd be left with Natural Armor and Damage Reduction, which are somewhat fixed with the Fey mask and with spells. You'd get very little from making the transformation as per Alter Self, except the idea of looking for exploitable builds, and I don't think the idea is to create a PrC with an overwhelming amount of exploitable potential.
    Hmmmm..... Now that I think about this a little more, nevermind on this question anyways. I think I was underestimating the bonuses gained from the masks to mimic different races.

    Good question. Right now, it's running on what I call the "gestalt approach": none of the bonuses stack, but rather they overlap, with the better bonus applying. Thus, if you have, say, Chevalier/Prince/Hierophant as a 7th level ToMR, you'd have full BAB (as per the Chevalier mask, ergo a +7), a +3 to Fortitude or Will and 14 HP (as per the Chevalier mask) and the 7th level abilities of the Chevalier mask; you'd get always a minimum of +2 from the Prince mask and a +1 from the Hierophant mask, depending on which save you chose for Chevalier. If the order was reversed (such as, say, Hierophant/Prince/Chevalier), you'd get a BAB of +5 (the ToMR native BAB is higher), a +3 to Fortitude and Will saves, 4 HP (the Chevalier mask is at 1st level in that regard, so you get only 2 HP; the Prince is at 4th level and thus grants +4, so the Prince's bonus is higher), and all other applicable bonuses.



    Actually, it's not that much. Consider the approach I mentioned: if you were to shuffle Chevalier with Prince or Hierophant (in the above-given example), the total HP amount would change, as you'd have more or less HP. You already do that with spells like Rage or abilities such as Defensive Stance (because of the Constitution bonus), so you'd have to monitor that change, particularly at 7th level where you can change masks as a swift action. That can be very confusing, not to mention how BAB would suffer (you could equally lose or gain an extra attack). I need to see the approach on all sides (the "gestalt" approach and the "all in" approach, the one you suggest) and see which one works better.

    And, since you get half your class level on the provided skills (so as long as you have the mask worn), you could use the spellcasters' masks for the bonuses. The Magus mask grants a bonus to UMD, which is never bad. But yes: wearing the Hierophant, Lich or Magus masks (and to an extent, the Oracle and Minstrel masks) at low levels isn't as good. It's a sacrifice you have to make.
    But wouldn't the bonus be lower, due to treating you class levels as lower from it not being your primary mask?

    While on the topic of skills granted by masks, it might not be a bad idea to allow for untrained checks in skills you grain bonuses from the masks worn.

    And as for my approach: After looking at it again, it would greatly encourage the use of masks such as the Gladiator masks, considering you would only gain 1st level abilities (meaning, unless your going for something specific, the ability will easily be outshined by the other masks), and yet you'd gain quite a bit of HP, Free BAB, and save boost. (For the friendly neighborhood optimizer, of course)

    When I have a chance to try this in a game, I'll let you know what I find out on this subject.
    The "lesser" role masks are built with the idea that they're basically abilities you'd get from a cheap mask. That's the problem with the save DCs, because they'll rarely scale as they're magic items. They all become weak because of how you determine the default (the default save DC is always 10 + equivalent spell level + the minimum Int requirement to cast the spell), so saves will always be predictable (10 for 0-level, 11 for 1st, 13 for 2nd, 14 for 3rd, 16 for 4th, 17 for 5th, 19 for 6th, 20 for 7th, 22 for 8th and 23 for 9th). Scaling DCs would be dangerous aside from a general overhaul of magic items, because you'd make other abilities a bit redundant.

    Now, bit by bit handling the rest:
    Dragon: that one I really missed, oddly enough. The closest item that would grant a breath weapon is the Elixir of Fire Breath, but that doesn't mention a line or a cone (only a single target), but it'd be Reflex DC 13 (see above for why, as Scorching Ray, the spell by which the Elixir is based, is a 2nd level spell), and I'd default to a 15 ft. cone.
    Chevalier: a Will save of DC 15 lasts for quite some time, actually. To consider an ability "weak", you should reliably pass it 25% of the times, which means you have to succeed on a 5 or more. A character with weak Will saves will need a Wisdom of 18 or a +4 or higher bonus to saving throws to achieve that bonus by 20th level, and a reasonable approximation would be at, say, 10th level (you'd have a cloak of resistance +2 or +3, a Wisdom of 12 for a +3/+4, a base save of +3 for a +6/+7, so you'd need another way to get a +3/+4 bonus to saves; monsters at CR 10 would probably need something less). Since the item costs 1000 gp, it's definitely meant for low levels, so it fits (that you need to wait a minimum of level 13 to achieve it might be the difference)
    Minstrel, Saboteur: Minstrel, to an extent, mimics the Bardic Knack/Cunning Knowledge abilities. Saboteur grants an ability you can get through, say, gloves or daggers (Dagger of Entry from Arms & Equipment Guide comes to mind). Indeed: both are good until used, but you're probably expected to have items you'll use only once per day and then store (Eternal Wands come to mind). The extra bonus to any saving throw from the Minstrel could be changed, but the cost would have to multiply by a lot; Saboteur, on the other hand, is fine for what it provides (cheaper than an Eternal Wand of Knock, that is).
    Savage: it's not that weak, considering that you get a version of Rage for 5 rounds which provides a rare modifier to Strength and Constitution (morale, not enhancement; ergo, it stacks). For what a battle lasts, it's reasonable enough; outside of battle, it's a thing to think ("should I save it for combat, or get the +2 Strength bonus to burst the door open/break the chains/etc.")

    It's VERY difficult to think of a small passive benefit that's not "+1 to X or Y". That's not the idea. I consider giving proficiency with all exotic weapons something that's passive, but by no means "small" (it's quite large, because it's the equivalent of getting over 20 free feats). Aside from Gladiator, it fits most of the items you'd get from the MIC, which have a similar trend.
    Points taken!
    This, however, is a thought-provoking comment. There IS an equivalent that solves the improvement of the lesser role masks AND also nulls the XP requirement, but might hurt a bit. How about negating the XP cost, but quintuple the GP cost and thus make save DCs improve (at least, based on an ability score) and probably grant extra uses per day or extra features on some items?
    That actually sounds like a good idea to me!
    Oddly enough, I didn't mentioned it, but...of course! The thought offends! In essence, you can create a mask that works also as a lesser role mask, granting you the ability to improve the abilities of many of the masks through your Mask Specialist ability. That was always the intention.
    Thought so! Seems like a few are actually quite useful to the role masks of the same type!
    The Angel mask gets one of the two auras because it's what defines them (and that's working with Archons and Angels alone: Guardinals almost always get Lay on Hands, whereas Eladrin get alternate forms). The Fiend mask gets a very potent version of their Summon Fiend ability, another thing that identifies virtually all fiends. Obviously Summon Monster IS more powerful than a simple aura, particularly if it's SM VI/VII.

    On the other hand, domain-wise, most of the domains are counterparts of the other, aside from War which appears in both: Good/Evil, Luck/Trickery, Destruction/Protection, Death/Healing; the ones that don't seem to fit are Strength and Sun. Both sets of domains provide a very wide set of abilities; consider Luck vs. Trickery, for example, for when you need to work with scoundrelly characters.
    I figured it was because of that. Although I guess the price of the Fiend mask would be that you couldn't use it the summoning ability in a public area without being question by the guard

    I'm actually fine with the spellcasting, as you've said, they are thematically appropriate for each!
    The question solves itself: you get to treat your thespian levels as if they were Monk levels for purpose of daily uses. If you mean whether they get another feat...well, they don't. I have to be emphatic on this one, because otherwise you'd have to get two feats for free if you already have Imp. Unarmed Strike.

    As for the second question: it's not you. You've mentioned it: it's not hard to do. Making a better monk than the monk doesn't take much, and I've taken the liberty of stacking Swordsage on top of it, to please the "unarmed Swordsage == Monk" people. However, if you're an avid fan of retools, how can you compare the Thespian's Ascetic mask with the Retooled 2.0 Monk and say the former is better than the latter!?
    Simple: I can't compare them! I quite like your Retooled Monk (2.0) (Although I still have yet to play it )


    There's other ways. One of them is a spell. The other is getting a class that also grants Death Attack, so that its DC gets boosted.
    I'll admit, I'm unfamiliar with the spell.

    Then again, I'm not too familiar with the assassin class in general, do to having never played it (nor your re-tooling of it!)

    If the mount dies, since it duplicates a conjuration [summoning] spell, the creature returns to the place from where it was summoned, with all the wounds but not entirely dead.

    That said: the class it emulates (the Knight) doesn't progress mounts, so that'd be one minus. On the other hand, the PrC it ALSO emulates (the Cavalier) DOES progress the mount, so...how should I deal with it? The Phantom Steed equivalent is formidable (in fact, it's what I did with the Special Mount for the Project Heretica Paladin!). I'll definitely take your suggestion under consideration, since it's basically taking the 7th level ability to improve the mount so as to make it become a more realistic Phantom Steed. It would make the mount slightly better than that of a Paladin, so I'd have to count for those levels as well when determining how the mount progresses. In fact: I have no clue why I didn't thought of this first...
    I was thinking mainly along the lines: I have these bonus feats for a mount, only to become unusable if they attack and kill my mount!

    Although I suppose this is where you should be considering changing masks....
    I always like to support the weaker classes. That's part of my 'brewing philosophy: to consider all that WotC did and improve it, particularly those classes that didn't got that much support.

    As for the breath weapon: the idea was that it improved with the tiers in mind, but how it exactly got into that is beyond me. Perhaps it's because I noticed that 3d6 points of damage per class level was way too strong, and thus I nerfed it, but forgot to remove that small bit. In any case, it should improve at 4th, 7th and 10th, much as what you'd get from a class such as dragon shaman or dragonfire adept.
    Sounds good to me!

    Its good to seem someone that likes to support the often neglected classes.

    If I were to do that, then Alter Ego would become a bit pointless, no? The idea with Alter Ego was as follows: the Faceless mask strongly duplicates a Doppleganger, which is a humanoid creature. Alter Ego goes a bit deeper, as it allows you to effectively become that persona for an extended amount of time. The Alter Ego effect should be much more powerful than the Faceless mask, or else you wouldn't use Alter Ego given that it's "weaker" because of its limitations. Also, as mentioned above, the masks already grant a wide variety of features from the race itself, so Alter Self's properties are mildly pointless in that regard.
    True!
    Nope, it shouldn't. Note that it's an "OR" statement (Enchantment OR Illusion OR Ranger spell list), so any spell outside of the Enchantment/Illusion list that's on the Ranger spell list qualifies. Rangers and Druids get only very little Enchantment spells (Calm/Charm Animal, off the top of my mind) and essentially no Illusion spells on Core, so you'd be making those abilities redundant. The idea is also to have spells like Cure X Wounds, Barkskin, Entangle and others as part of the Fey SLA list, since those are spells you expect fey to cast.
    I was thinking the same way, so I figured as much.

    Ideally, if I allow CL to stack, it should be reasonable that the opposite is also true: the SLAs you get are based off your divine spellcaster CL (the same should also be true for the Assassin, Lich, Magus and Minstrel classes, and also for the Oracle mask in terms of manifester level). Practically...I need a way to mention it that's easy to understand, since stuff I consider easy to understand doesn't necessarily mean others will understand it as easily as I do.
    Perhaps the easiest way (that I can think of; keeping the stacking statement as is for the masks):
    You caster level for these spell-like abilities is equal to your Thespain of Many Roles levels or you (Arcane, Divine, ect) spellcaster level, whichever is higher.

    Also, while we're on the subject of stacking, what about Initiator level? Does it follow the normal rules (1/2 of all other classes), or does it stack with another Initiating class?

    It's explained: perhaps not as clearly as I would like, but it's pretty clear. You aren't receiving the turn/rebuke undead ability, so you can't use it to power items or devotion feats; the domain feats are a specific example of the rule, basically to point the obvious. If you HAVE the ability, then you can use your higher effective Cleric level for the domain feats that are based off turning checks, but not for anything else. Since you don't get extra daily uses, you're stuck with what you have.
    Figured I'd ask for clarification.

    Might be nice to be able to chose a Devotion feat in place of the Divine feat gained at level 10.

    It's intentional. The Angel and Fiend masks grant more SLAs but limit the lists from where you can choose: quantity versus versatility.
    Very true.

    Odd that I didn't add them. Should be as usual: based on your class level. However, as it's stated, it's based on your character level, which is better. Given that Touch of Fatigue and Ghoul Touch are low-level spells, it's reasonable.

    There has to be a limit, as painfully shown while I was playing. Assuming an entry of Bard at 5th level and a Thespian level of 7th with Lich as primary mask, you'd get two attacks per round. If it were based on your caster level, you'd get 1 touch per caster level, so that'd be 7-12 touches (perhaps more, if I were to add the +1 bonus to CL). That means you can make a full attack for two touches for up to six rounds, each time potentially dealing 1 point of Strength damage. Play a little bit more, and with full BAB and Haste, that's about 3-4 touch attacks per round, potentially 5. Since you might get a solid boost to Charisma AND you get the boost from the mask itself, that's a solid chance you can land up to 5 points of Strength damage per round, making any melee character essentially a non-threat. Limiting it to 1 point per round makes it resemble the weakening touches of various undead creatures.

    As for how "weak" they feel: these are three spells that usually replicate the touch attacks of various undead creatures. The limiting factor will be the equivalent spell level for all SLAs, which limits them to [10~12+Cha modifier] to the DC. I might boost the DCs to 10 + thespian class level + Cha modifier, though, if it does feel that weak.
    The boost to the save DC's might be nice.

    Speaking of Save DC's, I have a question about that at the bottom.
    Nope. In this case, I declined to give it, mostly because there's ways to replicate it (Tomb-Tainted Soul, spells) but also because the Lich mask has no way to, aside from spells, heal itself with negative energy (no Charnel Touch, for example).
    I was only thinking along the lines of it being a normal undead trait....

    Although, as you've said, they really wouldn't get much use out of it.

    The thing with Heighten has to be understood from the point of view of the metamagic application itself. In essence, you could have Maximize, Extend, Widen or Empower Spell apply with no increase to the spell's level, because otherwise you'd be limited to which MM feats to apply. You're already limited by means of CL requirements for feats like Maximize; Heighten isn't limited in that regard.

    Heighten, on the other hand, has the odd combination of no CL requirement and no limits on how high it can get. In that regard, you can treat it as if having a 9th level spell from a 1st level one, or a 5th level one, for a near-unbeatable spell DC. It's not the same to get a mild boost like +2 to save DC, than a +8 to save DC. That...volatility is what I intend to prevent with Heighten.
    I can see the point. I was mainly thinking along the lines that spellcasters can cast higher spell levels, and thus have higher spell DC's.

    Note to self: Stop comparing Thespain masks to full-spellcasters.
    Tempting idea. It's not as powerful as Moment of Prescience (evidently from where I based the ability), but it's still pretty strong.
    I was mainly thinking that a +5 boost 1/day doesn't seem too much (although it can help once when a weak save is being targeted). I don't think it'd be too much to make it 1/encounter OR boost it to equal class levels (obviously, the 1/encounter could easily see more use, and wouldn't be a last-ditch resort, unlike it being useable 1/day....).
    Actually, compared to Lesser Geas...it's weaker. 3d6 + sickened is hilariously weaker than -2 to all ability scores per day (to a maximum of -8), but since the effect lasts pretty much permanently, it can "seem" as powerful enough. I incline, however, on the side of "it's fair enough" because it requires a saving throw AND the effect doesn't work on enemies you're liable to kill anyways (same as poison or disease)
    Unfortunately, even though it has a saving throw, it could easily be optimized.

    A Hexblade 4/Binder 3/Blackguard 3 /Thespian of Many Roles 10 wearing this mask gives everyone within 5ft a -6 to all savings throw (assuming the dark companion is near), and an additional -3 to will saves. Tackle on Sicken from this ability (although it's Fort save doesn't get the benefits from the reduction in will saves), and well....... -11 to will saves. Ouch. Then again, this is a 1/day ability.........

    On a separate note, I like how this mask can easily help out many of the spellcasting masks, with the will save debuff.
    >.< Somehow it motivates the idea that the Cavalier's mount should stack, compared to that of the Prince...
    It seems to me the Prince should have a mount for "show" (after all, he's royalty! Why should he touch the ground where the commoners walk!? ), and thus have a basic mount that doesn't improve, as it does now.

    Considering the Cavalier has a mount that is trained for combat, I agree with the idea that it should improve.
    It shouldn't, as once the effect is in place, since it depends on watching and hearing the Thespian, so you don't end the effect.
    Might want to put this up there so that people don't think they can keep on attempting saves vs the aura.
    It's intentional. Most of the masks accessible from 1st level have a DC of 20, arguing to their difficulty to craft. The Savage mask, on the other hand, is meant to be easier to craft (a big plank of wood with lots of painting and stuff), so the save DC is lower.
    Ah ok! Just wanted to make sure it was intentional, rather than a mistype.
    • Exactly how ranks in Perform (acting) influence CL is difficult to justify. It's not Bardic Music (which is mostly [Su], with only Fascinate, Suggestion and Mass Suggestion being [Sp]), but rather a different set of SLAs, akin to those of the Factotum. Bonuses will have to be different, either making all of them based on character level (not the best idea IMO) or make a few of them based on existing arcane/divine CL.
    • I'd like to as well. It'll be difficult, though. Truenaming *might* be easier than the others, but right now I'm looking at archetypes that might need to be fulfilled in order to make new masks. As I mentioned, Binder is dealt better with an ACF, if only because a mask that provides soulbinding will be extremely potent. Truenaming, on the other hand, might represent the "Diplomat" or "Philosopher", whose words can change things.
    • I rarely like to make feats to address things for one class, mostly because feats shouldn't serve as patches to classes.
    • Making a mask based on the Soulknife is easy. Justifying it...now that's the harder part. The Soulknife has the main quality of creating a mind blade, so it mostly represents a self-forger or weapon master archetype. If it were April, I'd make an awesome mask out of it, but it's not April. Good thing we Latin Americans have December 28th, no?
    *The main justification for Preform(Acting) increasing CL: You are acting as a spellcaster, and are not actually one (well, you might be, but that's besides the point). As you get better at acting, shouldn't you get better at preforming the role? Or at least that would fit the justification role (in terms of fluff) I agree with not making it equal to character level. Perhaps +1 CL/4 ranks if you do not possess any (Arcane, Divine) spellcasting? That'd get you CL 15 at level 20 (after all, you should never be as good as a true spellcaster, considering you're emulating them after all).

    *For soul binding, my first (quick-review) post contains an idea for this. By making the masks tied to specific vestiges, it prevents it from being too potent.

    *Incarnum could fit a "spirit-channeler" or "shaman" archtype.

    *Soulknife could fit a Blacksmith archtype (although you kinda already mentioned this above with the self-forger idea).

    *On the other hand, a question I forgot to ask: The save DC's of the spell-like abilities gained, are they based upon the ability score the class emulated would normally use, or are they based upon Charisma, as normal for spell-like abilities? If the former, what if your ability score mod is lower than the highest level spell you can cast? Can you not cast spells of a higher level than the ability score mod?


    Edit: I'm actually stating one of these guys up right now for a game!

    I just realized something though....... Am I looking over it, or did you forget the HD?
    Last edited by bindin garoth; 2012-12-15 at 02:40 PM.
    homebrew

    Interesting Stuff: Spellshapers, Metroid as Incarnum



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    Default Re: The Thespian of Many Roles: Master of Masks Meets the (Extreme) Method (Acting)

    Hopefully the response will be smaller, but in any case, it's on a spoiler tag.

    As for the HD...yeah, I apparently forgot. It's supposed to be a d6, much like that of a Bard or Rogue.

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    Quote Originally Posted by bindin garoth View Post
    But wouldn't the bonus be lower, due to treating you class levels as lower from it not being your primary mask?
    Actually, the way it's written, it's ambiguous. In theory, it should run one way or the other. In any case: given how rare are bonuses to UMD, or Forgery, or Use Rope (the latter is questionable), any bonus is better than none, even if it's only a mere +1. The maximum you get is a +5 in any case. However, I'll have to consider each point carefully: getting full BAB and full HD makes certain masks (Chevalier, Gladiator) better as quaternary masks because you get all the bonuses but the other masks get traits that dwarf what you'd get with them (even if you get maneuvers with them). Perhaps putting a quaternary mask at a -9 penalty is just silly, and the total penalty should be -6. It's a lot to consider.

    While on the topic of skills granted by masks, it might not be a bad idea to allow for untrained checks in skills you grain bonuses from the masks worn.
    Given that it's a trait all masks should share, it's something pretty simple to fix. Should make sense, particularly for trained-only abilities (like, I dunno, Disable Device, Open Lock, UMD, Decipher Script....the works)

    And as for my approach: After looking at it again, it would greatly encourage the use of masks such as the Gladiator masks, considering you would only gain 1st level abilities (meaning, unless your going for something specific, the ability will easily be outshined by the other masks), and yet you'd gain quite a bit of HP, Free BAB, and save boost. (For the friendly neighborhood optimizer, of course)
    On the other hand, it'd encourage the use of masks such as the Gladiator and Chevalier masks as quaternary masks, not primary or secondary. The friendly neighborhood optimizer will probably choose Hierophant or Magus, in any case, so what you're promoting is getting full BAB, extra HP and good Fortitude saves on a magician chassis, where your CL improves and you'll get extra spells.

    I was thinking mainly along the lines: I have these bonus feats for a mount, only to become unusable if they attack and kill my mount!

    Although I suppose this is where you should be considering changing masks...
    Interesting point, about changing masks: masks such as Hierophant and Magus allow you to prepare SLAs, but it's not well explained what happens when you change masks (either their priority or actually shifting masks). Do you lose the SLAs, so that you cannot use them when you equip them once again? That's something I'd like people to notice, particularly if it's clear enough or if the info's not available, in order to fill that. Since many masks would fit this, the extra data could appear in the main Role Mask descriptions.

    Perhaps the easiest way (that I can think of; keeping the stacking statement as is for the masks):
    You caster level for these spell-like abilities is equal to your Thespain of Many Roles levels or you (Arcane, Divine, ect) spellcaster level, whichever is higher.
    I'll see about that. As it stands, your spellcaster level will always be higher, unless you're no spellcaster. Let's assume, say, a Bard and a Rogueusing the Magus mask, going with your proposal (also assume that you decide to progress the indicated class' features, and that all of them enter at 8th level):

    {TABLE=head]Class Level|Bard SLA CL|Rogue SLA CL
    1st|9th|1st|9th
    2nd|10th|2nd
    3rd|11th|3rd
    4th|13th|4th
    5th|14th|5th
    6th|15th|6th
    7th|16th|7th
    8th|17th|8th
    9th|18th|9th
    10th|19th|10th[/TABLE]

    In order to have a CL lower than your class level, your CL should be 4th or lower, or you'd have to progress a class that provides no spellcasting ability (or a different spellcasting ability, but in this case you'd use the higher spellcasting ability).

    The problem comes with the Assassin and Jester masks as primary and then Hierophant/Lich/Magus as secondary, because you'd then have a chance of getting a higher CL than your character level, which while not applying to your actual spells they'd apply to your spell-likes. I'd have to limit the CL for spell-likes up to the Thespian's character level, and only apply the correct kind of CL (arcane for Lich/Magus, divine for Hierophant; this would imply proper ML for Oracle as well)

    Also, while we're on the subject of stacking, what about Initiator level? Does it follow the normal rules (1/2 of all other classes), or does it stack with another Initiating class?
    A special rule. Consider as follows: if you enter through, say, Swordsage (perhaps dipping Human Paragon at 1st level) and didn't advance maneuvers, you'd get half your IL, as usual. If you, on the other hand, decided to progress your maneuvers, you'd get full IL: half for normal progression, and the other half through class progression (and if you dip 1 level of Human Paragon, you'd increase your IL at every odd level, while progressing IL and maneuvers at even levels; otherwise, you'd get an increase of 2 IL every even level). It's the reason why you don't get IL progression through the Ascetic and Gladiator masks.

    I was mainly thinking that a +5 boost 1/day doesn't seem too much (although it can help once when a weak save is being targeted). I don't think it'd be too much to make it 1/encounter OR boost it to equal class levels (obviously, the 1/encounter could easily see more use, and wouldn't be a last-ditch resort, unlike it being useable 1/day....).
    1/encounter might seem a wee bit too much, but 1/day might be too little. I'd say either 3/day or 5/day, since that allows for a fair amount of uses. 1/encounter means you'd be seeking combats to replenish it, or else save it for combat instead of out-of-combat uses. I incline towards 5/day.

    Unfortunately, even though it has a saving throw, it could easily be optimized.

    A Hexblade 4/Binder 3/Blackguard 3 /Thespian of Many Roles 10 wearing this mask gives everyone within 5ft a -6 to all savings throw (assuming the dark companion is near), and an additional -3 to will saves. Tackle on Sicken from this ability (although it's Fort save doesn't get the benefits from the reduction in will saves), and well....... -11 to will saves. Ouch. Then again, this is a 1/day ability.........

    On a separate note, I like how this mask can easily help out many of the spellcasting masks, with the will save debuff.
    It requires your enemy being at 10 ft. (Aura of Despair + Prince mask), that your companion is adjacent (Dark Companion), so you need to be pretty close to the enemy. You don't get a decent amount of debuff until 10th level, in any case, so it's not like you're optimizing a lot rather than adding to an already good debuff, and only for Will saves. That goes without mention that you can get sicken by other means, and that the penalty from Lesser Geas is even worse (you get the same penalty as being sickened in twice the days, but you get to stack it). The fact that you have to wait hours for that to happen doesn't help.

    But yeah: the Prince mask was designed to boost mind-affecting abilities (which usually target Will) because they represent a noble's presence.

    *The main justification for Preform(Acting) increasing CL: You are acting as a spellcaster, and are not actually one (well, you might be, but that's besides the point). As you get better at acting, shouldn't you get better at preforming the role? Or at least that would fit the justification role (in terms of fluff) I agree with not making it equal to character level. Perhaps +1 CL/4 ranks if you do not possess any (Arcane, Divine) spellcasting? That'd get you CL 15 at level 20 (after all, you should never be as good as a true spellcaster, considering you're emulating them after all).
    Counter-point: if that were to happen, then I'd have to grant bonuses based on Perform (acting) with all other masks, such as that they advance IL, ML, and similar. Likewise, their skill at acting is a tool to manifest their power; they've trained in spellcasting and manifesting and maneuver-using, but they can't manifest it unless they're under the right role (and hence, wearing the mask, which has a supernatural power of its own).

    *For soul binding, my first (quick-review) post contains an idea for this. By making the masks tied to specific vestiges, it prevents it from being too potent.
    The more I think of the idea, the more I think I could do an entirely different PrC, in which you try to fully emulate the vestige in order to gain greater abilities from each vestige. The difficulty consists in that one mask is not enough to work with the binder: if I were to make a mask that provided the ability to bind a vestige (even if limited to the options from the Bind Vestige feat), it'd be pretty weak or pretty powerful. On the other hand, if I were to tie the masks to specific vestiges (as you suggested), there wouldn't be enough masks to handle most of them, and you'd overlap with a few (such as Andras and the Chevalier mask, Andromalius and the Jester mask, Ronove with the Ascetic mask, amongst others).

    *Incarnum could fit a "spirit-channeler" or "shaman" archtype.
    Incarnum is likewise hard to handle. The "shaman" archetype would essentially imply mimicking a Totemist; that's simple. Where it gets complex is how to handle shaping soulmelds all over your body, grant chakra binds and advance meldshaper level; and then justify that the soulmeld simply disappears and appears when you change masks. Handling it can be pretty complex, and tying it to an archetype can be twice as complex. It's a reason why it's so hard to work with simply mimicking Incarnum and soulbinds, in comparison with other systems (psionics, maneuvers, auras, ki, mysteries, truenames).

    *Soulknife could fit a Blacksmith archtype (although you kinda already mentioned this above with the self-forger idea).
    Oh, just wait a few days. I'd wager...nine or ten.

    *On the other hand, a question I forgot to ask: The save DC's of the spell-like abilities gained, are they based upon the ability score the class emulated would normally use, or are they based upon Charisma, as normal for spell-like abilities? If the former, what if your ability score mod is lower than the highest level spell you can cast? Can you not cast spells of a higher level than the ability score mod?
    Since it doesn't mention, and as usual for SLAs, it defaults to Charisma.
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