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| Wall03-07-07, 09:40 AM | Hey all! Thanks to a slight burst of inspiration, as well as some gentle prodding from fellow board members, the decision has been made to bring back the Chosen of the Masks project (first order of business, find cool secret title beginning with "Project"). You may remember it from here (http://boards1.wizards.com/showthread.php?t=741784). For far, far more information than presented in this post, please, click that link. My first few posts are going to be copies of the original material we put forth. EDIT: All the old masks are up. I'm beginning to update them, so any changes to another person's mask are marked in Red. The things I think we should attend to with this installment are the following, in no particular order: 1. Streamline mask mechanics and discuss alternate possibilities 2. Balance mechanics 3. Round-out flavor 4. Fill out material. Feats, Prestige classes, etc. AND, AS ALWAYS, THIS IS ON AN OPEN FORUM SO THAT ANYONE MAY HELP IF THEY FEEL LIKE IT. So without further adieu, the stuff! Hit Die: d8 Level BAB Fort Ref Will Special 1 +0 +0 +0 +2 Chosen of the Mask, Bound (Automatic Powers) 2 +1 +0 +0 +3 Imitation of Life (Eating and Drinking) 3 +2 +1 +1 +3 Bound (1st Tier), Find the Deceivers 4 +3 +1 +1 +4 Bonus Feat 5 +3 +1 +1 +4 Strong Together 6 +4 +2 +1 +5 Bound (2nd Tier) 7 +5 +2 +2 +5 Imitation of Life (Sleeping) 8 +6/+1 +2 +2 +6 Bonus Feat 9 +6/+1 +3 +3 +6 Bound (3rd Tier) 10 +7/+2 +3 +3 +7 Mettle of Will 11 +8/+3 +3 +3 +7 Imitation of Life (Breathing) 12 +9/+4 +4 +4 +8 Bound (4th Tier) 13 +9/+4 +4 +4 +8 A Thousand Faces 14 +10/+5 +4 +4 +9 Bonus Feat 15 +11/+6/+1 +5 +5 +9 Bound (5th Tier) 16 +12/+7/+2 +5 +5 +10 Imitation of Life (Timeless Body) 17 +12/+7/+2 +5 +5 +10 Twin Minds, One Body 18 +13/+8/+3 +6 +6 +11 Bound (6th Tier) 19 +14/+9/+4 +6 +6 +12 Imitation of Life (Ageless Body) 20 +15/+10/+5 +6 +6 +12 Twin Soul Revitalization Class Skills: Bluff (Cha), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (arcane) (Int), Knowledge (History) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha). Depending on the mask, a chosen gains more class skills. Check individual mask descriptions for details. Skills per Level: 4 + Int modifier (x4 at 1st level) Weapons and Armor Proficiency: The Masked Ones are proficient with all simple weapons, light armor and light shields. Some masks may add additional proficiencies. Check individual mask descriptions. Chosen of the Mask (Su): A mask and its wearer share a bond unlike any other. As soon as the mask accepts the wearer, it becomes bound to their face- and their soul. The mask cannot be removed from its chosen unless the chosen dies. In turn, the mask grants the wearer various abilities (see Bound, below). Most masks bond to chosen ones that follow close to their own personal code (if any. Some masks don’t really care). If the chosen does something that the mask doesn’t approve of, resolve the conflict as you normally would between a character and an intelligent item (see the DMG). A mask’s ego score is calculated normally with respects to its mental scores, and adds a number equal to one-half the chosen’s class level. At 1st level, the Masked One can communicate empathically with the mask, just like any other intelligent item. At 5th level, the Masked One can communicate telepathically with the mask. Because the mask and its bonded wearer share a body, mind-affecting effects work differently than they do on other adventurers. If one of the Masked One’s minds is affected by a mind-affecting effect, and the other isn’t, the unaffected mind takes control of the body (and as such, the actions) until the effect subsides. When the effect ends, the affected mind can either allow the mind currently in control to continue, or can attempt to take over himself. The controlling mind can either relinquish control or attempt to keep it. If the two minds come into opposition, treat it as you normally would for an intelligent item and its master fighting for control. This ability essentially means that both minds must fail their saves for the Masked One to be affected by any mind-affecting ability or effect. The ability has no effect if both minds make their saves. The Mask is something of a character in it's own right. Although it never gains experience points, skill points, or feats, it does increase it's ability scores as the Chosen gains levels. At 4th level, and every 4 levels thereafter, the Mask gains a +1 bonus to any one of it's ability scores, just as the character does. However, the mask loses these bonuses if ever it disconnects from it's Chosen. Bound (Su): The chosen gains special abilities, depending on the mask they wear. At 1st level, the wearer gains the abilities granted automatically by donning the mask. See the individual mask’s description for details. Any ability conferred by the mask to the wearer that allows a save has a DC of 10 + ½ the Masked One’s class level + the Masked One’s highest mental modifier. Any spell or spell-like ability conferred by the mask has a caster level equal to the Masked One’s class level. Find the Deceivers (Su): At 3rd level, a Masked One can detect other wearers of the ancient masks. The Masked One must concentrate to use this ability. It functions in all ways as a Detect Undead spell, except that it detects other creatures bound to a mask. Bonus Feats: At 4th, 8th, and 14th levels, the masked one gains a bonus feat. This can be any feat that the masked one qualifies for. Strong Together (Ex): The masked one’s dual minds make him (and his mask) immune to all charm effects. Imitation of Life (Su): As the mask creeps over the face of its chosen, it begins to replace certain needs of the wearer. At 2nd level, the Masked One no longer needs food or drink to survive. At 7th level, the Masked One no longer needs to sleep. At 11th level, the Masked One no longer needs to breath. At 16th level, the Masked One gains the Timeless Body ability, as the druid ability. See that class feature description for details. At 19th level, the Masked One stops aging all together. He keeps any penalties for aging that he has already received, but no longer advances in age categories. The Masked One may live forever if left alone. Mettle of Will (Ex): Whenever the masked one (or mask) successfully saves against an effect that says “Will Partial” in the save entry, the masked one may completely ignore the effect. A Thousand Faces (Su): At 13th level, the Masked One gains the ability to change his appearance at will, as the Alter Self spell. Twin Minds, One Body (Ex): By 17th level, the mask and the chosen are closer than ever before, to the point where the mask may act separately and simultaneously with the masked one. The masked one may take one extra action each round. This action may be swift, move-equivalent, or standard, but cannot be a full-round action. This action may also be taken while the masked one is concentrating on another effect without penalty. Twin Soul Revitalization (Su): At 20th level, not even death can separate a masked one and his mask. Once per day, whenever a masked one’s hit points would fall below 0, he instantly regains 1d10+20 hit points. Additionally, the masked one and his mask become immune to all mind-affecting effects. Mask List Arcanophobia, a free-spirited mask with mighty power against spellcasters. Elysium Mask, a heavenly mask that grants celestial power and great skill with the bow. Gareth's Mask, a powerful mask that demands cold death for evil creatures. Gluttonmaw, a hungry mask with the need (and ability) to feed on everything. Lost Childhood, a tragic mask for innocence lost. Mask of the Fallen Warrior, an honorable mask that teaches great weapon skill. Mask of the Wild, a savage mask that draws on the beasts of the wild. Masque of the Red Death, a deathly mask born in corruption and undeath. Profane Light, a parasitic mask that commands the shadows. Ripping Facade, a horrifying mask that deals swift death. Unseen, a stealthy mask with a love for stealing. |
| crimsonwolf03-07-07, 10:08 AM | give me more of a story or a background of what you wnat to do with this or what your insperation was.. I like the idea but seem si cant focus on the details |
| jaw4ever03-07-07, 04:50 PM | ...if the masks are permnamently bonded to the wearers face, who does the wearer eat and drink?:confused: |
| kaoswarrior03-08-07, 04:20 PM | Heya Wall: was looking for this class and couldn't find it, I am glad you didn't give up. If you like I can try and help with background and stuff for you: just let me know if I can help. Am subscribed and ready to pitch in. In response to jaw4ever: My guess is, that unless otherwise specified the masks will be, as is generally accepted, designed with Eye and Mouth spaces: or even have a 'Domino Mask' design (for those unfamiliar: Domino masks cover the eye area and leave the lower face uncovered - think Robin/Nightwing of Batman fame). |
| FreAkOuTRG03-08-07, 04:21 PM | Aren't you going to give us descriptions of the masks? |
| Gideon_Gideonson03-08-07, 04:23 PM | I'll come back to this in a bit. Looks interesting. If you need help anything, I'm ready to lend a hand. I love classes like this. :D |
| Wall03-08-07, 08:49 PM | ...if the masks are permnamently bonded to the wearers face, who does the wearer eat and drink?:confused: They don't eat or drink anyone- well, unless you have the Gluttonmaw attached. Heya Wall: was looking for this class and couldn't find it, I am glad you didn't give up. If you like I can try and help with background and stuff for you: just let me know if I can help. Am subscribed and ready to pitch in. In response to jaw4ever: My guess is, that unless otherwise specified the masks will be, as is generally accepted, designed with Eye and Mouth spaces: or even have a 'Domino Mask' design (for those unfamiliar: Domino masks cover the eye area and leave the lower face uncovered - think Robin/Nightwing of Batman fame). Wonderful. Background not my forte. Aren't you going to give us descriptions of the masks? Yes. Am compiling from previous topic. |
| Wall03-08-07, 09:01 PM | All right, so here begins the masks from the previous topics. Beginning as unedited, but I'm working on updating. MASK OF THE WILD by Wall True Neutral 8 Int, 20 Wis, 12 Cha History: A druid once existed that was said to be the personal incarnation of Obadhai himself. This druid formed a mask that would, one day, choose the destined protector of the wild as it's chosen one. Personality: The Mask of the Wild is a normally calm mask, and enjoys simple pleasantries of laziness, pranks and wrestling with others. But when nature is threatened, this mask is sent into a furious rage, and will do anything in order to protect that which is being harmed. Appearance: This mask looks like the face of an ape, with long, hard hair coming out from the back. Automatic Class Skills: Handle Animal (Cha), Hide (Dex), Survival (Wis). Automatic Abilities: The mask's animalistic nature allows the masked one the Wild Empathy class feature, as a druid. He also gains a +4 bonus on Survival checks and Hide checks made in natural terrain. First Tier: As the bond between the Mask and the Chosen increases, the masked one becomes more like a beast himself. He gains two primary claw attacks that deal 1d4 points of slashing damage. Additionally, the masked one gains a climb speed equal to one half his base land speed. Second Tier: The masked one becomes more comfortable around animals than he is around his own people. He gains a +4 bonus on all Handle Animal checks, as well as his Animal Empathy ability, but also receives a -4 penalty on Charisma checks against creatures of his own type. Furthermore, the masked one's increasingly feral nature manifests in a -1 penalty to both Intelligence and Charisma, but a +1 bonus to all other ability scores. Third Tier: The Chosen's climb speed increases to his base land speed, and his claws now deal 1d6 points of slashing damage. Additionally, he gains the Scent special quality. The masked one may also brachiate through trees or similar areas. Fourth Tier: The masked one becomes even more feral in nature, taking another -1 penalty on Intelligence and Charisma, but gaining a +1 bonus on all other ability scores. He gains a secondary bite attack that deals 1d8 points of damage, as well as a +4 bonus on grapple checks. Fifth Tier: The masked one may make a full attack action after charging. His base land speed, as well as his climb speed, increase by 10 feet. His bonus on Hide checks made in natural areas increases to +8. Sixth Tier: As the masked one cuts off all ties to his former self, he becomes as one of the creatures he loves. His type changes to Magical Beast, and he gains Damage reduction 5/-. He gains Darkvision out to 60 feet, and low light vision. His claw attacks now deal 1d8 points of damage, and his bite attack now deals 1d10. The Gluttonmaw by Wall Neutral Mental Scores: Int 10 Wis 16 Cha 12 History: Although rumored to have been created by a Yuan-Ti cleric, the true origin of this strange mask is unclear. It has appeared only a few times throughout history, but each time has presented a threat very unlike any other. Description: Unlike most masks of its kind, Gluttonmaw is concentrated around the lower part of the face. It covers the wearer’s mouth and chin completely, arching back over the jaw. A small band covers from between the eyes down to the central part of the mask. One of the more shocking aspects of the mask is revealed as soon as it bonds to its chosen. As soon as it seals itself to the wearer’s face, the mask splits open to reveal a massive, toothy maw. Personality: The mask cares for only one thing: Food. Like all other masks, Gluttonmaw allows its wearer to survive without food or drink. However, the mask constantly emits a feeling of hunger if the wearer has not eaten in the past four hours. It hasn’t got much personality beyond that. Granted Class Skills: Spot (Wis), Intimidate (Cha), Survival (Wis). Automatic Abilities: The toothy maw allows the masked one a bite attack. This attack is a primary natural weapon that deals 1d6 (1d4 for a small Masked one) points of slashing, bludgeoning, and piercing damage, plus the wearer’s strength modifier. This bite attack replaces any bite attack that the wearer may already have. The wearer gains Track as a bonus feat. The gluttonmaw imposes certain restrictions on the Masked One. The Masked One may never learn additional weapon proficiencies as long as he is Bound to the gluttonmaw. In exchange, the Masked One may make iterative attacks with his Bite. First Tier Abilities: The Masked One's bite attack is considered to be magic for the purposes of overcoming DR, and the masked one becomes immune to ingested poisons. Additionally, he gains a +4 bonus on grapple checks. Creatures that the masked one has grappled take automatic bite damage. Finally, the masked one gains a natural armor bonus equal to ½ his class level. Second Tier Abilities: The Chosen's bite damage increases from 1d6 to 1d8 (1d6 for small creatures). Additionally, the Bite attack now counts as Adamantine for the purposes of overcoming DR and Hardness. The masked one gains the Improved Grab extraordinary ability. He may make an automatic grapple check against any opponent he has made a successful bite attack against. See the Monster Manual for full details of this ability. Finally, the masked one gains the scent special quality. He may track by scent and sense nearby opponents. See the Monster Manual for a full description of this ability. Third Tier Abilities: The masked one gains immunity to disease, but not magical diseases. The masked one’s bite attack improves to 1d10 (1d8 for small creatures). Additionally, the masked one’s stomach acid becomes particularly powerful, and begins to seep into his mouth. Any successful bite attack deals an additional 1d4 points of acid damage. The masked one may spit this acid as a ranged touch attack. This is a standard action that can be used every 1d4 rounds, at a range of 30 feet. Fourth Tier Abilities: The masked one gains a +2 bonus to his Constitution score. He also becomes immune to magical diseases. The masked one’s bite attack improves to 2d6 (1d10 for small creatures). The Masked One gains the Swallow Whole extraordinary ability. He is able to swallow a creature of up to one size smaller than his own size. A medium creature’s stomach can hold 1 small creature, 2 tiny creature, 4 diminutive creature, and 8 fine creatures. Any creature in the masked one’s stomach takes automatic bite damage, as well as 1d4 points of acid damage each round. A creature may cut his way out of the masked one’s stomach with a light piercing or slashing weapon by dealing an amount of damage equal to ¼ the masked one’s hit points. The stomach has an AC equal to 10 + ½ the masked one’s Natural Armor bonus. Once a creature cuts its way out, muscular action closes the wound, so another creature must cut its own way out. A creature that has been swallowed is considered grappled. Fifth Tier Abilities: The stomach acid of the masked one becomes stronger, now dealing 1d6 points of damage. The masked one becomes even hardier than he was. The masked one gains another +2 bonus on his Constitution score, and gains a +2 bonus on fortitude saves. Additionally, the masked on gains Damage Reduction X/- equal to ¼ his class level. Sixth Tier: The masked one’s bite attack deals 2d8 points of damage (2d6 for small creatures). The masked one may now unhinge his jaw like a serpent, and swallow impossible amounts of material. He may now swallow one creature of up to his own size. Medium masked one’s can swallow 1 medium creature, 2 small creatures, 4 tiny creatures, 8 diminutive creatures, or 16 fine creatures. Finally, any creature that dies while in the masked one’s stomach disintegrates instantly and completely. The masked on then gains Fast Healing 5 for a number of rounds equal to the dead creature’s Hit Dice. Unlike most fast healing, this fast healing allows the reattachment and growth of limbs. |
| Wall03-08-07, 09:04 PM | MASQUE OF THE RED DEATH by Godking_Of_Sloths Neutral Evil 20 Int, 12 Wis, 8 Cha History: Once upon a time, a wicked curse in virulent form held terrible sway over the peoples of a forgotten land. Fear of this plague permeated the minds of every citizen, such that one noble took it upon himself to forge a refuge from it. But his actions were wrought of selfishness – he locked himself and those he deemed worthy within the walls of his castle, that it might keep them safe from the ravages of the Red Death. It was not that he cared for these people: He merely wished to save his own skin, and to save himself from loneliness, and preferred companions who could appreciate his wealth and sense of décor. And so he held an extravagant masquerade ball to show off his great fortune and fashion, and to brag in the face of the Red Death that he had conquered it. And so the Red Death showed its face. And the arrival of a mysterious partygoer spelled disaster for the noble and his chosen. He dressed like a victim of the contagious Red Death, to the noble’s chagrin. But when the noble tried to exact bloody vengeance on the Red Death, he fell dead to the floor, followed shortly by all his companions. And all that remained of the Red Death was its Masque. And so it is written that Darkness and Decay and the Red Death held illimitable dominion over all. Personality: The Masque of the Red Death is a frightfully somber façade. It appreciates nothing more than a cruel, cruel irony at the expense of some debaucher. Its methods are silence and fear, and its powers are that of Darkness, Decay, and Death. Its attitude is cruel, determined, unforgiving, and generally gloomy. Appearance: The Masque appears as the face of a rotting corpse, speckled with blood. Automatic Class Skills: Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Move Silently (Dex). Automatic Abilities: The masque's attunement to death allows the wearer to detect undead within a 60ft radius around him. He automatically knows the number of undead auras in the area and the strength of the strongest undead aura present. If the wearer concentrates on this ability for one round, he discerns the strength and location of each undead aura. If an aura is outside his line of sight, then he discerns its direction but not its exact location. The wearer also gains a +2 on Intimidate checks made against living targets. First Tier: The Masque’s hold over the forces of death begins to pervade the wearer’s being. The wearer may use waves of fatigue (as the spell cast by a wizard of his class level) as a spell-like ability 3 times per day. Second Tier: The wearer starts to feel a certain kinship with undead, thanks to his growing kinship with the mask. He may rebuke / command undead as a cleric of his class level. Third Tier: The wearer gains a measure of the Masque’s power over death. He may use finger of death (as the spell cast by a wizard of his class level) as a spell-like ability 3 times per day. He may also use his waves of fatigue ability 5 times per day. Fourth Tier: The Masque's subtle, destructive power becomes more apparent to the chosen at this level. He gains the ability to use Contagion, as the spell, 6 times per day, with the following differences: the initially save DC and disease save DCs are equal to 10 + 1/2 the chosen's class level + the chosen's Wisdom modifier. Fifth Tier: The Masque begins to truly take hold of the wearer. He becomes permanently incorporeal and may use wail of the banshee (as the spell cast by a wizard of his class level) as a spell-like ability once per day. Sixth Tier: The Masque and wearer become, essentially, one. The wearer becomes a Lich (he does not need to meet any of the normal requirements for Lichdom). The Masque of the Red Death becomes his phylactery. He may also use his waves of fatigue ability at will. The chosen retains his incorporeal nature. Lost Childhood by teshen Alignment: CN Mental Scores: Int 12 Wis 10 Cha 16 History: After a series of pointless wars, the number of widows and orphans swelled. Shortages of vital necessities killed many through starvation and disease. A talented performer named Halencia felt compeled to help, so she settled down and opened the Songsmith's Home for Children. With a flair for music and poetry, she cared for and taught as many orphans as came through her doors. But after many years she eventually succumbed to old age. After her, a vagabond named Kurthis bought the orphanage in auction, and managed the place, applying his own brand of "loving kindness" with a stout oak paddle. After Kurthis, things went from bad to worse as the place went through a series of uncaring or cruel owners that either tried to make the place profitable through child labor or, even once, by turning the place into a training ground for pintsized thieves. No one remembers what the place used to be like, bustling with song and play, no one but One. Halencia's mask hung over the door just inside the main entrance. It has watched through all the owners and all the children... Description: The mask is plain white without features until donned. Once worn, the mask becomes the porcelain white face of a cherubic child with three tear drop shaped diamonds inset under the outside corners of the eye sockets, as if crying. Personality: The mask, after witnessing the enthusiasm and joy of youth tempered with the cruelty of life, has adopted a rather jaded, depressive outlook on things. It vacillates from feelings of near manic joy to frustration and sadness. Granted Class Skills: Bluff (Cha), Hide (Dex), Perform (Cha), and Tumble (Dex) Automatic Abilities: Punishment: (Ex) The mask grants the knowledge of how to deliver a beating. The character is treated as having the improved unarmed strike feat. A medium character's unarmed strike damage also increase by one size type from a 1d3 to a 1d4 and he may apply his full strength bonus to all unarmed strikes. Child's play: (Ex) The character is treated as having the dodge feat and the run feat while wearing light or no armor and when only lightly encumbered. First Tier Abilities: Agile Personality: (Su) The character may add his charisma to his ac as a luck bonus while wearing light or no armor and when only lightly encumbered. Childish: (Ex) The character radiates the innocence of a child which leaves many underestimating him. The wearer of Lost Childhood gains a bonus on bluff, sense motive, and spot checks equal to 1/3 his class level. Second Tier Abilities: Physical Punishment: (Ex) The mask shows you how to inflict more harm on others. Unarmed strike damage increases by one die type (1d4 to 1d6 for medium creatures) and the critical range for unarmed strike damage increases to 19 to 20. In addition, the character’s strikes become erratic. He may feint as a move action rather than a standard action. Rough and Tumble: (Ex) After watching kids wrestle through the decades, Lost Childhood grants his wearer the improved grapple feat, as well as a +2 bonus to escape artist and tumble checks. Also, a character may accept a -5 on his grapple check and keep his dexterity to armor class against opponents he isn’t grappling. Third Tier Abilities: Psychological Punishment: (Su) Lost childhood shows you how to enact the same kind of menace that all bullies instinctively radiate. It begins whispering insults and cutting words, telling you how to cut the confidence out of anyone you face. As a free action you may taunt opponents in melee combat with you. This requires they make a will save with a DC equal to 10 + ½ your class level + your charisma modifier. Those who fail are at a -2 penalty to all rolls while in combat with you. This penalty increases to -4 while the opponent is grappled. Enemies who are immune to fear and/or mind effects ignore the effects of such taunts. Outside of combat, this gives you a +4 on intimidation rolls. Run and Hide: (Ex) Orphanage children learned early on that if the manager was in a foul temper, he’d take it out on them. The best way around this was to not be around or not be seen. The character gains a bonus to his base speed equal to 5’ x his constitution modifier. If his constitution modifier is 0 or less, his base speed simply does not increase. The chosen of Lost Childhood may also make hide checks after a feint at no penalty. Fourth Tier Abilities: Physical Punishment: (Ex) The mask shows you how to inflict greater harm upon others. The critical range for unarmed strike damage increases to 18 to 20 and the critical multiplier increases to x3. One also begins using unconventional strikes. He may choose to treat his unarmed strikes as piercing or bludgeoning, whichever is more advantageous. Roughhousing: (Ex) The user’s ability to physically push others around, as per rough and tumble, improves. The character no longer suffers the -5 on his grapple check to keep his dexterity modifier to armor class against opponents he isn’t grappling. He is also treated as one size category larger for grapple checks, if such would be advantageous to him. In place of a normal grapple the character can, by taking a -5 to his grapple check, go from a grapple to a pin in the same round he initiates the grapple. He still suffers all the drawbacks of pinning a foe. His bonus to escape artist and tumble checks increases from +2 to +4. Fifth Tier Abilities: Psychological Torment: (Su) The menance you radiate when threatened grows. As a free action you may taunt opponents within 30' of you. This requires they make a will save with a DC equal to 10 + ½ your class level + your charisma modifier. Those who fail are at a -3 penalty to all rolls while in combat. This penalty increases to -6 if the opponent is grappled. Enemies who are immune to fear and/or mind effects ignore the effects of such taunts. The bonus to intimidation rolls outside of combat rises to +6. Blessings of youth: Kids get into a lot of scrapes without lasting harm. Lost Childhood grants a bit of this natural luck and high metabolism to his wearer. A character automatically stablizes when he drops below 0 hit points. He also heals twice his level in hit points + constitution modifier [(2*level) + con mod] per night of rest. He heals twice as much temporary ability damage as he normally would (2 points instead of the usual 1 point) per night of rest. Also, all spells of the healing subschool cast on the character add the character's charisma modifier to the amount healed. Sixth Tier Abilities: Savage Beating: (Ex) Ones understanding of punishment increases to a frightening level. Unarmed strike damage increases by one more die type (from a 1d6 to 1d8 for medium creatures) and the character's strikes may be treated as bludgeoning, slashing, or piercing, whichever is most advantageous. (Su) In addition, a wearer of Lost Childhood can instinctively bypass some of a creature's natural resistances by targeting vulnerable areas. A number of rounds per day equal to his class level, he may ignore damage reduction up to his charisma modifier. This ability need not be used all at once and may be broken up among multiple rounds throughout the day. If a character uses this ability on a creature without some form of damage reduction a use of the ability is still used up to no effect. If he uses this ability on something that has less damage reduction than the character may ignore, the creature is simply treated as if it had no damage reduction that round. For example, an eighteenth leveled masked one with a charisma of 24 (18 for charisma, +6 cloak of charisma) is fighting a lycanthrope with DR 10/silver. He announces he will savagely beat that lycanthrope and can then choose to ignore 7 points worth of DR because of his +7 charisma modifier for all his unarmed strikes in that one round. If he was fighting a barbarian lycanthrope with both DR 10/silver and DR 5/- he would ignore 7 points worth of DR from both DR 10/silver and DR 5/-, leaving the lycanthrope with only DR 3/silver against his attacks. Shield of innocence: (Ex) Whenever someone makes a melee attack against one of your allies within 15' of you, you may, as an immediate action, interpose yourself between them. This movement does count against movement in that round. This action takes place after the hit has been made but before damage is rolled. Movement through threatened squares still provokes attacks of opportunity as normal but does not stop the movement. You may tumble as normal to prevent attacks of opportunity. You take the damage that your ally would have taken and then may immediately take an attack of opportunity against the opponent who would have just struck your ally. |
| Wall03-08-07, 09:08 PM | The Mask of the Fallen Warrior by Wall; Inspired by HarlequinHelsing Lawful Neutral Scores: Int 15 Wis 12 Cha 15 History: Created by one of the master masks, this is one of the few types of masks of which there is more than one. The soul contained within is that of a great warrior, meant to be passed down through the warriors of the culture, using its skill and intelligence to train them. Description: The mask was forged of iron, almost featureless upon completion. But the rust and dents from eons of battle have come to closely resemble the face of the warrior in whose honor it was made. Personality: The mask delights in nothing more than the thrill of fighting. Though it does have a slight tendency to the order of the military, as long as the wearer is in combat the mask is content. Granted Class Skills: Craft (weaponsmithing), Intimidate, Knowledge (History) Automatic Abilities: The masked one gains free proficiency with one martial weapon of their choosing. They may take feats for this weapon as a fighter of their level. The masked one also gains free proficiency with medium armor. First Tier: The mask unlocks hidden power behind the chosen weapon. The weapon gains an enhancement bonus equal to ¼ the masked one’s class level. The masked one also gains a +2 bonus on attack rolls with his chosen weapon. Second Tier: At this level, the masked one’s ability in armor improves. He gains proficiency with heavy armor. Additionally, the masked one can move at his full speed in medium armor. Finally, the masked one gains a +2 bonus on Fortitude saves. Third Tier: The masked one gains an additional +2 bonus on attack rolls with his weapon of choice. Each morning, the masked one may meditate for 1 hour, with weapon in hand, and apply magical qualities to it. He may either add a single ability of up to a +2 bonus, or two abilities of a +1 bonus. The masked one may change these properties after an hour of meditation. Fourth Tier: The masked one gains an additional +2 bonus on Fortitude saves. Additionally, he may now move at his full speed in heavy armor. Finally, the masked one acquires a form of “battle sense”: He retains his Dex bonus to AC, even when caught flatfooted. Additionally, the masked one cannot be flanked except by a rogue of four levels higher. Fifth Tier: The masked one gains a +2 bonus on fortitude saves and on attack rolls with his chosen weapon. The masked one’s sense of battle is so acute that he may always act in an opponent’s surprise round. If his opponents gain no surprise round, the masked one gains a surprise round of his own. Sixth Tier: At the sixth tier, the mask has taught the chosen all that it knows. When using his chosen martial weapon, the chosen may ignore a number of points from his opponent's Armor Bonus to AC (if any) equal to 1/4 his class level. This does not affect enhancement bonuses, and can never reduce the armor bonus to below zero. Face of Magic by Wall Neutral Int 16 Wis 10 Cha 16 One of many masks passed down through generations, this mask grants its wearer magical focus. History: Much like the Mask of the Fallen Warrior, these masks were created by a master mask using the soul of a powerful arcanist. They are used to pass down arcane knowledge through generations. Personality: This mask cares for little more than gaining and passing on arcane knowledge. It will occasionally signal its wearer to study certain arcane phenomena, but is otherwise content to let the masked one do what he wants, as long as he is furthering some magical goal. Appearance: Arcane runes constantly flit across the surface of this polished wooden mask. The holes for the eyes are unusually large, but two glasses lenses cover them. Automatic Class Skills: Concentration, Knowledge (arcana), Spellcraft Automatic Abilities: Arcane Sense: At 1st level, the mask attunes its wearer to arcane auras around them. The masked one may use Detect Magic as a spell-like ability, at will. The masked one also learns to curve these auras and deal damage to his opponents. Arcane Strike: If the masked one chooses to, any creature that is radiating an aura of magic that he can detect (while he is detecting said aura) must make a fortitude save or take 1d6 points of untyped magical damage. Arcane Learning: None of the masked one’s tier abilities may be used unless his ranks in Knowledge (arcane) and Spellcraft exceed his class level. 1st Tier Abilities: Arcane Strike II: The damage dealt by the masked one’s arcane strike ability increases to 3d6. Arcane Warding: The masked one gains a +3 bonus on saves against spells and spell-like abilities. Additionally, the masked one gains spell resistance equal to 11 + his class level. 2nd Tier Abilities: Arcane Strike III: The damage dealt by the masked one’s arcane strike ability increases to 3d8. The DC rises by +2. Arcane Counter-spell: A masked one may now ready an action to counter a spell, just as a spell-caster can. He is counted as casting Dispel Magic for all purposes of this ability. It may be used a number of times per day equal to the masked one’s Cha modifier or Int modifier, whichever is higher. 3rd Tier Abilities: Arcane Strike IV: The damage dealt by the masked one’s arcane strike ability increases to 3d10. Arcane Sight: At this point, the masked one comes under effect of a constant Arcane Sight spell. He may use his Arcane Strike ability on any creature within 60 feet. 4th Tier Abilities Arcane Strike V: The damage dealt by the masked one’s arcane strike ability increases to 4d10. The DC of this ability increases by +1. Arcane Shield: Any spell that does not overcome the masked one’s spell resistance is reflected back on the caster. 5th Tier Abilities Arcane Strike VI: The damage dealt by this ability increases to 5d10. Arcane Healing: Any spell that does not overcome the masked one’s spell resistance heals him a number of hit points equal to twice the spell level. |
| Wall03-08-07, 09:10 PM | Gareth’s Mask by Wall Lawful Good Int 14 Wis 12 Cha 16 The essence of Lord Gareth the Cold grants its wearer power over cold and negative energy. History: Gareth was a man who went through many things… including his own death. An ex-paladin who rose as an undead horror, Gareth was a scourge of worlds, a horrifying entity who had astounding control over Ice and Cold. But at some point, Gareth atoned for his sins, and became a paladin again... before promptly disappearing. Personality: The personality contained within the mask is hot tempered and headstrong. When communicating empathically, the mask usually emits irritation at its chosen if the chosen isn't meeting expectations at the time. Once it can communicate telepathically, the mask voices its opinions loudly into the head of the wearer during any given situation. At the same time, the mask enjoys doing work for others and implores its chosen to help others whenever possible. Appearance: Gareth's mask is a smooth piece of black metal that raps around the head, seeming closer to a backless helmet than a mask. The mask looks as though it is eternally covered in a layer of frost. It is cold to the touch, but quickly warms up as soon as it is donned. Two pointed slits allow the wearer to see through. Class Skills: Intimidate (Cha), Knowledge (Religion) (Int), Knowledge (the planes) (Int) Automatic Abilities: Being bound to Gareth allows the chosen instant proficiency with medium armor and martial weapons. The chosen also gains Cold Resistance 5 1st Tier abilities: As the powers of cold begin to take root, the masked one bound to Gareth may sheath any weapon he is holding (or his natural weapons) with ice as a move action. On a successful hit, the weapon deals an extra 1d6 points of ice damage. This does not stack with similar abilities such as the Frost weapon enhancement, and is not multiplied on a critical hit. This ability lasts until the the masked one deactivates it (another move action). Additionally, the masked one may Turn Fire creatures and Rebuke Cold creatures, just as a cleric Turns or Rebukes undead. The masked one uses this ability as a cleric of two levels lower than his class level. This ability may be used a number of times per day equal to 3 + the masked one’s Cha modifier. The masked one gains immunity to Poison, as he takes a form closer to an undead creature. 2nd Tier Abilities: Whenever the masked one scores a critical hit while his weapon is sheathed in ice, he deals an extra 1d10 points of ice damage. A number of times per day equal to his Cha modifier, a masked one may generate an aura of supernatural cold out to 20 feet. Within this aura, all enemies must make a Fortitude Save every round he is in the aura (DC10 + ½ the masked one’s class level + the masked one’s Cha modifier) or take 1d8 points of cold damage. The aura lasts for a number of rounds equal to ½ the masked one’s class levels. Finally, the masked one gains immunity to disease and paralysis. 3rd Tier Abilities: By this point, the negative energy that filled Gareth’s form comes into major conflict with the positive energy that he channeled as a paladin. A number of times per day equal to the masked one’s Wisdom modifier, the masked one may convert any Inflict spell cast upon him into a Cure spell of equivalent level. Harm spells cast upon the masked one are converted into Heal spells using this ability. The wearer now becomes immune to stunning and death effects. He gains a 25% chance to negate a critical hit or sneak attack. 4th Tier Abilities: The powers of ice take an even stronger hold on the wearer now. His ability to sheath his weapon in ice now deals an extra 1d8 points of damage, and the bonus damage on a critical hit changes to 2d10. Additionally, the masked one can reproduce a limited number of Cold spells. He may reproduce a cold spell of 0th, 1st, or 2nd level a number of times per day equal to twice his Charisma modifier. 5th Tier Abilities: The masked one gains the ability to smite evil or creatures of the fire subtype. He adds his Charisma modifier to his attack roll and adds his class level to the damage. This may be done a number of times per day equal to his Wisdom modifier. The masked one also gains immunity to Critical Hits, Sneak Attacks, and Mind-affecting effects. 6th Tier Abilities: Finally, Lord Gareth allows all the power he can to his chosen. The Chosen may reproduce up to 4th level spells with the Cold Descriptor, with a cumulative total times per day equal to the Chosen's Charisma Modifier x 3. Additionally, the Chosen may destroy an Evil creature or a Creature with the Fire Subtype. When the Chosen makes a successful Smite attack against an Evil creature or one of the Fire subtype, the creature must make a Fortitude Save (DC10 + 1/2 the Chosen's class level + the Chosen's Charisma modifier) or be instantly slain. This ability works even against creatures normally immune to death effects, as long as they meet the other criteria. Success on the save indicates that the creature takes the Smite damage as normal. The Elysium Mask by Wall Neutral Good Int 12 Wis 16 Cha 14 Containing the soul of a powerful solar, this mask allows its wielder mastery over the bow and celestial abilities. History: Forged from Solarian Truesteel, this mask was given to a Solar to enhance his skill in archery. When the solar was sent on a mission to find out who destroyed and desecrated several large towns, he found the traces of a balor among the burnt ruins. He tracked and ultimately found the balor, but the conflict between the two fell them both. As they dropped to the earth, their consciousnesses were forced into the masks they wore. Personality: As a being of ultimate good, the solar contained within this mask constantly emits feelings of good will. When it is able to speak, the mask enjoys extolling virtuous ideals and persuading its wearer to do good acts. Its containment in the mask has been cause for some dismay, but has not disheartened the celestial at all. It enjoys redeeming so-called unredeemable evil. Appearance: The mask is a pure white, tinged with light blue. Sky-blue feathers adorn the mask, and celestial runes flicker across the smooth surface. The mask itself vaguely resembles a well-formed human face. Class Skills: Knowledge (Religion) (Int), Knowledge (the planes)(Int), Survival (Wis) Automatic Abilities: The masked one gains proficiency with the short bow, longbow, and composite versions of both. Additionally, any arrows the masked one shoots are considered to be good-aligned for the purposes of overcoming damage reduction. 1st Tier abilities: The masked one gains a +2 bonus on attack and damage rolls with bows. Additionally, the masked one may illuminate an area centered on himself, as a torch. However, the light even displaces magical darkness. This ability can be used at will. 2nd Tier Abilities: The mask begins to channel more celestial energy into the masked one. Any bow that the masked one wields gains the Holy special weapon property, as long as the bow does not already have it. Additionally, the masked one gains immunity to being petrified, and gains electricity resistance 15. 3rd Tier Abilities: At this point, the mask has spread down the wearer’s neck, to his back. The masked one sprouts feathered, celestial wings. These wings allow the masked one to fly at his base speed with average maneuverability. The masked one also gains another +2 bonus on attack and damage rolls with bows, for a total of +4. 4th Tier Abilities: Once per day, the masked one may summon a Planetar for a number of rounds equal to his class level. This is a full-round action, and a Conjuration (Summoning) effect. 5th Tier Abilities: At this point, the mask and the wearer are essentially one being. The wearer's type changes to Outsider (Native). He gains damage reduction 5/Cold iron. Additionally, any arrow the masked one fires becomes a Greater Slaying Arrow. 6th Tier Abilities: At the final tier, the Chosen is filled with the power of the heavens. His flight speed with his wings (see above) improves to Good, and the save DC against his Greater Slaying Arrow effect (see above) becomes 10 + 1/2 Chosen class level + Chosen's Charisma bonus (if any). Finally, the Chosen's damage reduction changes to 10/Epic and Cold Iron. |
| Wall03-08-07, 09:12 PM | Ripping Façade by Dex NE Int 16, Cha 16, Wis 10. This mask is purely for the cruelest, heartless and self-disfiguring Masqueraders (my suggestion for the class name). It has been known to inflict as much pain on its master as it does on its master's enemies. History This mask was first created by a serial murderer in the City of Brass. Or rather, it is a serial killer from the City of Brass. Eventually hunted down and killed, the half-feind's sentience and lust for murder stayed within his beheaded skull, stuck on the end of a spear for months until one enterprising evil artificer decided to make a Mask of Blood out of it. Needless to say, the half-feind's reign of terror resumed soon afterwards. It is not known if the first one to don it was the original artificer or some other hateful creature. Personality This mask instills the urge to commit bloody, elaborate murders. It can work with others who share its murderous streak, and will often travel to avoid being blamed for the deaths. It has no small amount of insanity, and often deliberately plants clues at the scene of a murder - sometimes true, sometimes complete falshoods. Appearance This mask appears like a slightly-larger-than-human demon's skull, lined on the inside with black velvet . It has two larger eye sockets and a number of smaller ones spaced across its forehead. The jaw and four mandibles are still attached and pivot, though one or two of the jagged teeth are missing. The mask is tied on by two strips of the black material. Automatic Abilities The following abilites are granted automatically: • Empathy and other generic abilites as listed in the class description. • The Masquerader donning this mask may remove it at will. • While it provides the standard dual will saves against most mind-affecting effects, you must pick the WORSE of the two saves when making a save against Insanity, Symbol of Insanity, Rage, Confusion, Lesser Confusion, or other madness-inducing effect. • Concealed visage: Once donned, the eye sockets appear black and empty, and the mask's jaw opens directly into the wearer's mouth, making it appear as though the mask is the wearer's actual head. • Additional Class skills: Bluff, Escape Artist, Intimidate, Hide, and Moves Silently. Rope. 1st Tier abilities The subliminal urgings of the mask enhance the wearer's capacity for cruelty. • +1d6 sneak attack, as the rogue class feature of the same name. This bonus damage stacks with any other bonus dice granted from sneak attack. • Bonus feat: Death Blow 2nd Tier Abilities The many eye sockets on the skull assist the Masquerader's vision while wearing it. • Uncanny Dodge - a slightly wider field of vision heightens their perception and lets them avoid some attacks they would otherwise be hit by. • +1d6 sneak attack. This bonus damage stacks with any other bonus dice granted from sneak attack. 3rd Tier Abilities • Scarred visage: The mask protrudes several spines into the wearer's face. While these spines deal no immediate damage (they grow in slowly over time) and can be removed slowly with no damage (2 full round actions), removing the mask forcibly (standard action) deals 1d6 points of damage to the wearer. The hideous scarring grants the equivalent of a gaze attack: By purposefully removing the mask forcibly (taking the 1d6 damage), the Masquerader gains the effect of the Eyebite spell once per day (DC 16+Cha mod). Their caster level is equal to their Masquerader level. • +1d6 sneak attackThis bonus damage die stacks with any other bonus dice granted from sneak attack. 4th Tier Abilities • Vampiric Bite: The Masquerader gains a bite attack that deals 1d6 damage (no STR bonus to damage). Each time he deals damage, he gains the same amount back as hp. • +1d6 sneak attack This bonus damage stacks with any other bonus dice granted from sneak attack. 5th Tier Abilities • Sneak Attack +1d6. This bonus damage stacks with any other bonus dice granted from sneak attack. • Fiendish Apotheosis: The fiendish power inherent in the mask changes the now takes hold of the Masquerader almost completely. The Masquerader's type changes to Outsider, and he gains the Native subtype. Additionally, the masquerader gains resistance 10 to Fire and Electricity. 6th Tier Abilities • Reckoning: Any time the wearer is killed (and still has his soul in his body), his soul is transferred to the mask. If the mask is on a helpless creature of the same type and subtype as that of the dead Masquerader, the soul will try to take over their body. It can use the following abilities against only the host: Magic Jar (sp) (3/day) (CL 20, DC 13+Cha mod) If the host is killed while the mask is on their face, the host's body slowly transforms over the course of 1d6 days until it turns fully into the body of the slain Masquerader. The Masquerader's stats and health are restored, with one exception:the Masquerader's age is that of the host and does not retain any bonuses or penalties from age that their old body had. The only way to kill them permanently is to either 1) Kill the body while the Masquerader's soul is out of it's body (trap the soul, while it's possessing someone, astrally projected etc.), or 2) Destroy the mask while the Masquerader is dead. |
| HarlequinHelsing03-08-07, 09:15 PM | Hey, great to see this class again, Wall. It looks to me (although I did just skim it) pretty much the same as it was left off in the old thread, so are you going to repost all the old masks? (EDIT: and as I was posting, you already started). I'll look through the old thread and see if there are any mask ideas I can flesh out. |
| Wall03-08-07, 09:18 PM | Hey, great to see this class again, Wall. It looks to me (although I did just skim it) pretty much the same as it was left off in the old thread, so are you going to repost all the old masks? (EDIT: and as I was posting, you already started). I'll look through the old thread and see if there are any mask ideas I can flesh out. Glad to have it back. This time, we finish it (Bum Bum BUM!). I think I got all the masks from the old thread up. Quite a few need updated, and slightly less may need some more tweaking than that. Ugh... I get on a roll and Real Life interferes. I'll post up some mores ideas tomorrow. Have fun! |
| HarlequinHelsing03-09-07, 05:54 PM | Alright, I think I'm going to start work on my own personal ego-mask. Anything else (feat-related, preferably) you need help on, Wall? |
| Wall03-09-07, 10:09 PM | Anything you can come up with is good with me (same goes for anyone else who has ideas). Flavor is really my anti-forte, so we'd need someone to do that. But if your preference is feats, then please, go crazy with them. At the moment, anyone who would like to expand the five-tier masks to six tiers would be greatly appreciated. Not just add another tier, but spread out the abilities. I'll probably get started on that myself. |
| kaoswarrior03-10-07, 04:39 AM | His tears littered the floor of his room, having been heckled from the stage - he could feel the urge to perform in his heart but he lacked the skill... "If only I were someone else..." the lonesome Bard cried, lifting an unassuming mask to his face, "If only there was some way to become the best Bard in the world"The interior of the mask shone, and seemed to pour itself towards his face, startling the young performer into dropping it... "Fear not young Fastus, don the mask - you are chosen" came a voice, low and melodious - he raised the mask once more... bringing it to his face - and his world changed forever. Chosen of the Masks Masks have always been attributed with the power of disguise, from the simple bandit scarf to the elaborate war masks of Barbarian tribes - but some masks hold a hidden power, waiting for those destined to wear them: the Chosen of the Masks. Nobody knows how or why these Masks hold such powers, and in some cases where they came from, but one thing is for sure - their powers are awesome and in some cases frightening. Some are designed to be other masks, but develop in strange and unexpected ways into something utterly unique - all are shrouded in mystery and bestow great and often terrible powers. To be Chosen is both a blessing and a curse, you gain wonderous powers and a place in the grand destiny of life - but forever lose your identity. |
| Wall03-10-07, 08:58 AM | His tears littered the floor of his room, having been heckled from the stage - he could feel the urge to perform in his heart but he lacked the skill... "If only I were someone else..." the lonesome Bard cried, lifting an unassuming mask to his face, "If only there was some way to become the best Bard in the world"The interior of the mask shone, and seemed to pour itself towards his face, startling the young performer into dropping it... "Fear not young Fastus, don the mask - you are chosen" came a voice, low and melodious - he raised the mask once more... bringing it to his face - and his world changed forever. Chosen of the Masks Masks have always been attributed with the power of disguise, from the simple bandit scarf to the elaborate war masks of Barbarian tribes - but some masks hold a hidden power, waiting for those destined to wear them: the Chosen of the Masks. Nobody knows how or why these Masks hold such powers, and in some cases where they came from, but one thing is for sure - their powers are awesome and in some cases frightening. Some are designed to be other masks, but develop in strange and unexpected ways into something utterly unique - all are shrouded in mystery and bestow great and often terrible powers. To be Chosen is both a blessing and a curse, you gain wondrous powers and a place in the grand destiny of life - but forever lose your identity. I think there are a few grammatical errors under the title, but other than that: SWEET. An excellent way to start off the story. Now, I think the next thing I'll do is try to update a few of the masks. |
| teshen03-10-07, 11:22 AM | As for the background of the masks... I have a suggestion, but I don't know if it entirely works... Picture when creation was young, one of the gods looks into the nature of things and realizes that things work on many metaphysical levels... this confuses him at first, enough so that the quandry causes his mind to split followed by his body... with the new god or gods being in opposition to him. This, after a few centuries, leads to a battle where in the gods unleash enough power to scatter their essence to the four corners (so to speak) of reality... the bits of essence eventually solidified into different perspectives, or in this case, actual faces, that others could chose to adopt, much like a philosophy... but with stronger personal consequences. That could be why these masks pop up everywhere, and are more or less indestructible... they are divine essense, but now so divorced from their origin, that the powers they grant are the extent of what they can achieve. I had originally thought about trying to come up with a short story to describe this idea... but eventually gave up due to time constrants... Is the idea feasible? |
| Wall03-10-07, 01:05 PM | Very feasible, teshen. This sounds to be one of those things we write a the beginning of the section; you know, "...while scholars aren't exactly certain as to why or how the Masks exists, some believe..." So if we follow the idea of each Mask being "divine spark," perhaps the sparks need some other philosophies or events to manifest? For instance, Lost Childhood (the one you made), was a divine spark drawn to that particular orphanage? |
| teshen03-10-07, 02:08 PM | Very feasible, teshen. This sounds to be one of those things we write a the beginning of the section. . . Good. And leaving it ambiguous leaves room for other things. So if we follow the idea of each Mask being "divine spark," perhaps the sparks need some other philosophies or events to manifest? Possibly. It could be related to the magical idea of sympathy (like affects like)... someplace that reinforces some aspect of their belief or philosophy... or it be as simple as a mask goes to where it 'feels' most comfortable. Lost Childhood could be drawn to the sadness created by abused children and wouldn't necessarily need an orphanage, or it could be that an orphanage could draw it because there was the strongest resonance for it. And a philosophy might not work the way it looks at first glance. Lost Childhood could be as dispassionate as a psychologist examining victim/victimiser relationships. It doesn't necessarily 'need' to be biased... although I had intended for the mask to be, well, kind of bipolar. I think the masks will wind up where they will do the most good for themselves... in other words, where adventures whose minds share something in common with the mask will be. ...for some reason I have to ask, am I making sense? :blink: |
| HarlequinHelsing03-10-07, 07:53 PM | Here's what I have of my ego-mask so far, based very loosely on my own personality. Still thinking about feats. The Harlequin’s Mask Moderate CE Abilities: Int 14, Wis 11, Cha 16. Class Skills: Bluff, Disguise, Climb, Intimidate, Tumble. History: The legendary Harlequin’s Mask was created by a curse-mage exiled from his home kingdom. Using the Mask, the merchant killed the king’s jester and impersonated him for many months while laying subtle curses on the royal family. When he was finally discovered, he was burned at the stake, still in his disguise. The original Mask was destroyed in the blaze, but its spirit lives on, manifesting itself around the multiverse to potential wearers in times of anger. Personality: The mask is spiteful. It constantly, albeit subtly, communicates to the wearer the desire to harm those who have wronged him. It may also communicate the slightest sense of fear or insecurity around strangers, and a sense of elation during combat or when using one of its class skills. Appearance: Harlequin’s Mask seems to evolve with its wearer. When first donned, the mask appears to be stage makeup: The wearer’s face is white, the eyes and mouth lined black. At 1st tier, the mask retains a similar look, but it is more obviously a mask than before, the nose elongated, and the rest of the head covered by black velvet. At 2nd Tier, the mask fits more completely to the wearer, and in some places such as the mouth actually fuses to the face. The mask also begins to create fleeting images of masks similar to itself surrounding the wielder. The black velvet covering the rest of the head is replaced by large red and purple feathers at Third Tier. The feathers surround the wearer’s neck and continue down the upper back at 4th Tier. At 5th Tier, Harlequin’s Mask grows teeth, extending at an angle beyond the mask. When the wearer reaches 6th Tier, he may change the appearance of the mask to something of a lower tier (so a 6th Tier wearer could show the same mask as a 1st Tier wearer). Automatic Abilities: Binding oneself to Harlequin's Mask automatically grants the wearer a +4 bonus to Climb and Tumble checks. The wielder also gains resistance to fire 5. 1st Tier: 2nd Tier: 3rd Tier: 4th Tier: 5th Tier: 6th Tier: [/b] |
| Wall03-10-07, 08:26 PM | Possibly. It could be related to the magical idea of sympathy (like affects like)... someplace that reinforces some aspect of their belief or philosophy... or it be as simple as a mask goes to where it 'feels' most comfortable. The idea of sympathy would make a lot of sense. Masks aren't always supposed to deceive; they are often just representatives of something else. Sounds like we have a good start on the flavor. Perhaps I wasn't particularly clear on needing another philosophy or belief; forgive me, I was in a rush. What I meant was, we have the idea of Masks coming from divine spark, spread across the cosmos in some great internal conflict of a nameless power (or so say scholars). I was thinking that wherever these sparks "landed," so to speak, the began to take on the traits of surrounding events, particularly strong emotions, powerful souls just died, etc. Let's take Lost Childhood as an example again. Some divine essence may have surfaced near that orphanage; over the years, the intense emotions and ideas from both orphan and management coalesced into the mask. It's just something of an idea, not necessarily anything to go by. ...I think the masks will wind up where they will do the most good for themselves... in other words, where adventures whose minds share something in common with the mask will be. ...for some reason I have to ask, am I making sense? :blink: You are indeed. I am too, I hope. I was just thinking- Maybe same sages believe these masks to, if you'll excuse the pun-y metaphor, play a major role in the multiverse. Have some sort of great cosmic destiny together... Sounds like we could put a whole book together on this, huh? @Harlequin: Looks good so far. Like to see what the rest is like! |
| Wall03-11-07, 08:33 PM | I had an idea for integrating the masks into one's game without forcing a character to take the class (rebuilding completely). Taking a leaf out of the Binder's book, it is in feat form. Mask Bound [General] A mask has chosen you to be its bearer. Prerequisites: Must find and be chosen by a Mask (a process you must ask your DM about first). Benefit: You gain the automatic abilities of your bound mask. You also choose one skill that your mask grants; this skill is always considered a class skills for you. You are considered to have the Bound and Chosen of the Mask class features for the purposes of qualifying for other feats, prestige classes, etc. You can communicate empathically with your bonded mask. Special: You cannot take this feat if you are already bound to a mask. Seem all right? |
| Wall03-12-07, 03:14 PM | Recently I was thinking about prestige classes. Because everything needs new prestige classes, right? [Shudder] The first one seemed the most obvious extension. Instead of becoming one with the mask, it would allow the mask to over take the chosen completely. The chosen's identity would be subsumed, so you would (likely) lose your dual saves and such, and instead gain some other powerful abilities. More of a flavor class than anything, really. This one could be one of the gestalts, too. Perhaps a divine caster / chosen that worships the power of the mask? ...Hmm, no, I like it without the cleric. Another idea was one I had had a while ago. Something of "collector." Someone (or someones) who has figured out how to connect with more than one mask. Flavor wise, I suppose this could go one of two ways: a superior chosen, a being meant to take hold of multiple masks, and play a great role in the cosmic scheme of things; or a parasite of sorts, a creature that has learned how to overcome the mask's egos, and uses them for his own power. Could be pretty interesting. Of course, then you have your "mask specific" prestige class. Obviously, we couldn't come out with one for every mask (or could we?), but a few specifics we may want to expand upon. I'm sure that there is far more I could do with the Gluttonmaw. Then you have your gestalts. Mask / Caster, Mask / Monk, etc. Fun stuff. Just some ideas rolling around. I guess I should get back to the updates. |
| Wall03-15-07, 02:58 PM | I feel as though I'm forgetting something... Is anything missing? We've talked about masks (there can always be more), feats (harlequinhelsing mentioned about working on those), prestige classes (not 'til later).... As for flavor- yeah, we need some of that. But what am I missing here? I know I am not mentioning something... So... Any more comments at the moment? |
| teshen05-01-07, 07:31 PM | One thing I would ask is do masks themselves progress? Such as an ability point every four levels like a character so that with time/experience, their ego swells? Possibly since this growth could be tied to the host, it would be lost when a new host is taken... that way you couldn't have a mask who's had several hosts with stats of Int: Awesome, Wis: Wow, Chr: and Uber. And that brings me to the question, have you thought about the attribute limit on a starting mask? |
| teshen05-01-07, 09:18 PM | Profane Light Alignment: Lawful Evil Mental Scores: Int 14 Wis 12 Cha 16 History: He was many things in life, a thief, a brigand, a murderer... but he was even worse in death. Ulmarth the Bloodstained lived his life preying upon others with no concern for the consequences, until he stole from a particular nobleman... From that day on for the next ten years, his life was crafted into a living hell, as misfortune after misfortune befell him. After the last wretch he called friend died in his arms, a shadow came to him. It told him that Ulmarth had endured many evils, both as predator and prey, and it had made him stronger... would Ulmarth like to see what such misery was for? Ulmarth agreed; He would like to see, to know. And so that night, he became a vampire. His maker taught him well over the next century or so... until Ulmarth's jaded desires brought the unwelcome company of do-gooders to his door... The adverturers weakened his master enough so that Ulmarth was able to best his master and cut his "parent's" head off. After centuries of depredations, Ulmarth eventually drew the attention of a powerful cleric and was pursued and ultimately destroyed... after Ulmarth turned the clerics entire family into vampires and had them attack their husband and father. In the end, the cleric was left with nothing, not even his faith... which Ulmarth laughed about even as he died for the second time. His essence eventually transfered over to the leather hood he had used for so many things, from bondage play to kidnapping and torture. Description: Cold... Cruel... Calculating... and utterly without remorse. Profane Light indulges in all manner of corruption, whether something as petty as infidelity to the systematic destruction of a soul. He loves rules and laws in as far as he can use them to paint individuals into corners so that they cannot help but compromise their beliefs and morality. And he loves civilization, because it gives him places to hunt for, and encourage, sin. When found, Profane Light appears as a supple leather hood that covers the most of the head with holes for the eyes. Once doned, it transforms into a gaunt and pale version of the wearer, with a much more feral cast to his features and a red tint to his eyes. Personality: Like a snake watching with lidless eyes, Profane Light believes All things fall into ruin. All things die. All are corruptible. It's the struggle that adds zest and interest to things... like the thrashing of a mouse in the serpent's coils. Granted Class Skills: Hide (Dex), Intimidate (Chr), Move silently (Dex). Automatic Abilities: Natural Linguist (Ex) A bearer of Profane Light may learn any language (other than secret languages such as Druid) he is exposed to with ease. It only takes one skill point to learn to read and write a language. Writhing shadow (Sp) Liquid shadow, tendrils of oily ectoplasm, spreads out from the bearer of Profane Light in a twenty foot radius. The shadows obscure all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). This ability may last a minute per character level, although the effect maybe be ended prematurely if desired. Treat this as a second level darkness spell for the purposes of spell interaction. The character may use this ability twice per day and one additional time for every three levels he possesses in the Chosen of Masks class. Sense of Corruption (Sp) A bearer of Profane Light may use detect thoughts as a spell-like ability once per day + one per every two levels of Chosen of Masks. The DC is 10 + 1/2 his Chosen of Masks level + his charisma modifier (or the charisma modifier of Profane Light, whichever is higher). First Tier Abilities: Enchanting Presence (Sp) Profane Light knows that's it harder to say no to someone when you like them... And it's a skill he's cultivated to artful effect. Profane Light grants the ability to cast charm person as a spell-like ability 3 times per day plus an additional time per day for every four levels in the Chosen of Masks class. The DC to resist the ability is 10 + 1/2 the character's level + his charisma modifier (or Profane Light's charisma modifer, which ever is higher). The caster level of the charm person spell-like ability is equal to the character's Chosen of Mask level. This can also be used in other ways... at the cost of three uses of the charm person ability rather than one, the ability is treated as the charm monster spell rather than the charm person spell. The DC is the same, but the caster level for the charm monster ability is one half the character's Chosen of Masks level. At the cost of six uses of the charm person ability, the spell-like ability is treated as the mass charm monster spell. The DC is the same, but the caster level for the charm monster ability is one half the character's Chosen of Masks level. Diminish Essence (Sp) A bearer of Profane Light may sheath his hands, or any weapon he is wielding, in negative energy which appears as black flame. He may make a melee touch attack (if unarmed) or a normal attack (if armed). He counts as armed for provoking attacks of opportunity when he activates his diminish essence ability. He may use this ability twice per day + one additional time per five Chosen of Mask levels. This ability stays active for one minute, or it affects a target, whichever is first. The ability causes ability damage (to either Strength, Dexterity, or Constitution, chosen at time of activation) to the target equal to 1d4 + 1 per three Chosen of Mask levels (to a maximum of 1d4+5 at fifteenth level). The target gets a fortitude save DC 10 + 1/2 the character's level + his constitution modifier to resist this damage. This effect lasts one minute per Chosen of Masks level. The bearer of Profane Light may not affect a target with a second use of this ability until the first effect wears off. Second Tier Abilities: Cultivate Sin (Sp) As a spell-like ability, Profane Light may use suggestion once per day + an additional time for every five levels he has in Chosen of Masks. The DC to resist the ability is 10 + 1/2 the character's level + his charisma modifier (or Profane Light's charisma modifer, which ever is higher). If the character uses this ability on someone who is already under the effects of charm person or charm monster, asking the creature to do some obviously harmful act does not automatically negate the effect of the spell. But they do get a +4 bonus to their save. The Devil's Own Profane Light grants a profane bonus on saves against illusions and necromantic effects (such as ability damage, ability drain, energy drain and others) equal to 1 + 1 per five Chosen of Masks levels he possesses. Third Tier Abilities: Leech's Caress While writhing shadow is active, all those that take damage within it's area of effect must make a fortitude save DC 10 + 1/2 the character's Chosen of Mask's level + his constitution modifier or continue to lose one hit point per round as the shadow stuff literally siphons blood from the victims. Profane Light is able to absorb some of the blood stolen in this way and gains Fasting healing X where X is one half the number of wounded but living victims in the radius of writhing shadow who have failed their save (rounded down). Fourth Tier Abilities: Nightmare Arms (SP) This creates a field of black, ectoplasmic tentacles in a twenty foot radius around the Chosen of Masks, each tentacle 10 feet long. These waving members spring forth from shadows in the area. They grasp and entwine around creatures that enter the area of effect, holding them fast and crushing them with great strength. Every creature within the area of the spell with the exception of the Chosen must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your Chosen of Masks level and a Strength score of 19. Thus, its grapple check modifier is equal to your Chosen of Masks level +8. The tentacles are immune to all types of damage. Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes. Any creature that enters the area of effect is immediately attacked by the tentacles. Even creatures who aren’t grappling with the tentacles may move through the area at only half normal speed. Once created the tentacles do not move from their original area. They exist for one round per level of Chosen of Masks. The Chosen who creates this effect is never subject to being grappled by his own Nightmare Arms and may move through his Nightmare Arms at full speed. A bearer of Profane Light may use this ability once per day per five levels of Chosen of Masks. Fifth Tier Abilities: Soul Leech A bearer of Profane Light improves upon his diminish essence ability. He may sheath his hands, or any weapon he is wielding, in negative energy which appears as black flame, much as his Diminish Essence ability. He may make a melee touch attack (if unarmed) or a normal attack (if armed). He counts as armed for provoking attacks of opportunity when he activates his diminish essence ability. If the attack succeeds, the subject gains 1d4 negative levels. He may use this ability four times per day. If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack. Assuming the subject survives, it has a chance to regain lost levels 12 hours later. There is no saving throw to avoid gaining the negative levels, but after a number of hours equal to your Chosen of Masks level pass, the subject must make a Fortitude saving throw (DC = 10 + 1/2 Chosen of Masks level + constitution modifier) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subject’s character levels is permanently drained. For each level so drained, Profane Light keeps this soul essence trapped in his own aura until he uses it in some fashion. The may keep a number of HD equal to his level x his charisma modifier. Such energy registers to spells such as Detect Magic, Detect Evil, and Detect Undead. To Detect Magic it resonates as necromantic energy of varying strength depending on the amount of soul energy contained in his aura. Faint if the amount of HD stored are less than his character level, Moderated if the amount of HD are greater than his character level to twice his character level, and Overwhelming if the amount of HD are greater than twice his character level. To Detect Undead, treat the amount of HD stored as an undead of half the HD stored. To Detect Evil, treat the amount of HD stored as an evil creature. This soul stuff can be released against Profane Light's will by a successful turn undead check against the Chosen of Mask's level. The check will free a number of HD equal to the number of HD the check would have turned. It may also be removed by a Remove Curse spell cast by a caster one level higher than the Chosen of Mask's level or by a spell with a similiar effect. Harvester of Souls A bearer of Profane Light has learned to warp stolen essence and mingle it with his own to create disembodied servants. For each Harvester that a Chosen wishes to create, he willingly takes 1 constitution damage for every four hit dice he wishes to instills in it. He cannot heal this damage through any means as long as the Harvester exists. This damage bypasses any means that a Chosen has to resist such damage, such as if a spell or effect would lessen or negate the constitution damage. If a Chosen has no constitution score, then he lacks a necessary component to make Harvesters. The Chosen then infuses a Harvester with energy stolen using the soul leech ability. The Harvester is treated as a incorporeal (http://www.d20srd.org/srd/typesSubtypes.htm#incorporealSubtype) undead (http://www.d20srd.org/srd/typesSubtypes.htm#undeadType) with a number of hit dice equal to the amount of hit dice that a Chosen imbues it with. So if a Chosen makes two Harvesters, one with 6 hit dice and 4 in the second he takes three temporary constitution damage and uses up 10 hit dice worth of energy stolen via the soul leech ability. A Harvester is a small creature with a a perfect fly speed equal to 5' per hit die. A Harvester has no real modes of attack despite having a base attack. However, a Harvester can be used to determine whether or not a bearer of Profane Light is flanking an opponent. A Harvester has no strength or constitution scores and has the same base dexterity, intelligence, wisdom, and charisma scores of the bearer of Profane Light. As intelligent undead, a harvester can perform the aid another action for the Chosen. Harvesters can be turned/rebuked as normal for undead. A chosen may choose to reabsorb a Harvester at any time. To do so, the Chosen and the Harvester must be within 5' of each other, and the Chosen takes a full round action to take the essence back into his own body. His maximum hit points increase when he regains a higher constitution score but he does not automatically gain any hit points from absorbing a Harvester. If a Harvester is destroyed without being absorbed, the Chosen heals that constitution damage a normal ability damage. (in progress) Sixth Tier Abilities: Umbral Form. When reduced to less than one/fifth of his hit points, the wearer of Profane Light is transformed into a nightmarish version of himself, complete with skin darkened to the color of shadows, lashing tentacles, and a fright-inducing countenance. He effectively gain a +10 bonus on Disguise checks, though he retains his basic shape and can continue to use equipment. This power cannot be used to impersonate someone; while horrible, the form is recognizably the chosen of masks' own. A chosen of masks also gain the frightful presence extraordinary ability while in umbral form, which takes effect automatically when charging a foe. Opponents within 30 feet of him that have fewer Hit Dice or levels than the chosen of masks and that witness his charge become shaken for 5d6 rounds if they fail a Will save (DC 16 + your Cha modifier). An opponent that succeeds on the saving throw is immune to the chosen of masks' frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect. This horrific form also grants the chosen of masks a natural armor bonus of +5, damage reduction 5/-, and a +4 bonus to his Strength score. In addition, he gains +10 feet to his land speed as well as a +10 bonus on Climb and Jump checks. A nest of violently flailing black tentacles sprout from the chosen of masks' hair and back. He can make up to four additional attacks with these tentacles in addition to regular melee attacks in each round that he takes a full attack action. He can make tentacle attacks within the space you normally threaten. If he makes his tentacle attacks in addition to his regular melee attacks, each tentacle attacks at his highest base attack bonus with a -5 penalty. If he forgos all his other attacks, making only tentacle attacks, he makes his tentacle attacks at his highest base attack bonus with no penalty. These tentacles deal 2d8 points of damage plus one-half the chosen of masks' Strength bonus on each successful strike. This power functions only while a chosen of masks inhabits your base form (for instance, he can’t be metamorphed or polymorphed into another form), and while his mind resides within his own body. Devil's Bargain. A bearer of Profane Light may once per day, as a spell-like ability, cast Greater Planar Ally or any of the lesser versions to call a single evil outsider to barter with for services. The Chosen of Masks must pay the xp cost. He may rather than paying the cost of 100 gp per HD of the creature called for a task taking up to 1 minute per caster level, 500 gp per HD of creature for a task taking up to 1 hour per caster level, or 1,000 gp per HD of creature for a task taking one day per caster level... using soul essence. For each hit die he has drained with his soul leech attack, he may give to the evil outsider in place of payment: 1 HD per HD of the creature called for brief tasks, 2 HD per 1 HD of the creature for a task taking up to 1 hour per caster level, and 4 HD per 1 HD of creature for a task taking one day per caster level. If the souls that Profane Light has harvested are insufficient for the task, the remainder may be payed in gold or services. ***** I'm not really sure about balance yet... The abilities I've got seem to be high on the strong side even with limit on the times per day... I've been trying to think about what a caster can shell out at those levels (3, 6, 9, 12, 16, and 18) and think about one or two somethings about that level useable less times per day, but I'll see how it ends up. I'm still going to add some kind of minor spirit(s) as soul harvesters and some sort of shadow form... like gaseous form for shadows... right now I think it's hit really overpowered, but I'll rearrange some things and scale them back after I get them all in... Edit: 5/12/07 Added Natural Linguist Added Writhing Shadow Added Sense of Corruption Added Enchanting Presence Added Diminish Essence Added Cultivate the Sin Added Leech's Caress Added Devil's Bargain 5/15/07 Added The Devil's Own Added Nightmare Arms Added Soul Leech 6/26/07 Added some flavor text 1/24/08 Added Form of Doom mechanics to Umbral Form. Added Harvester of Souls |
| HarlequinHelsing05-01-07, 11:08 PM | One thing I would ask is do masks themselves progress? Such as an ability point every four levels like a character so that with time/experience, their ego swells? That's a pretty good suggestion. And I can't wait to see the mask done, it looks awesome. Progress on feats and such has been slowed due to life. I will post something worthwhile when things slow down again. |
| periscope05-01-07, 11:17 PM | I asked about this in the old one, but you made this so I'll repost it here, is that ok? Originally Posted by Wall Okay, I came up with a weird one this time. [QUOTE]The Gluttonmaw Neutral (Mild) Mental Scores: Int 10 Wis 16 Cha 12 Primary Mental Score: Wisdom History: Although rumored to have been created by a Yuan-Ti cleric, the true origin of this strange mask is unclear. It has appeared only a few times throughout history, but each time has presented a threat very unlike any other. Description: Unlike most masks of its kind, Gluttonmaw is concentrated around the lower part of the face. It covers the wearer’s mouth and chin completely, arching back over the jaw. A small band covers from between the eyes down to the central part of the mask. One of the more shocking aspects of the mask is revealed as soon as it bonds to its chosen. As soon as it seals itself to the wearer’s face, the mask splits open to reveal a massive, toothy maw. Personality: The mask cares for only one thing: Food. Like all other masks, Gluttonmaw allows its wearer to survive without food or drink. However, the mask constantly emits a feeling of hunger if the wearer has not eaten in the past four hours. It hasn’t got much personality beyond that. Granted Class Skills: Appraise (Int), Intimidate (Cha), Survival (Wis). Automatic Abilities: The toothy maw allows the masked one a bite attack. This attack is a primary natural weapon that deals 1d6 points of slashing damage, plus the wearer’s strength modifier. The wearer gains Track as a bonus feat. First Tier Abilities: The masked one becomes immune to ingested poisons. Additionally, he gains a +4 bonus on grapple checks. Creatures that the masked one has grappled take automatic bite damage. Finally, the masked one gains a natural armor bonus equal to ½ his class level. Second Tier Abilities: The masked one gains the Improved Grab extraordinary ability. He may make an automatic grapple check against any opponent he has made a successful bite attack against. See the Monster Manual for full details of this ability. Additionally, the masked one gains the scent special quality. He may track by scent and sense nearby opponents. See the Monster Manual for a full description of this ability. Third Tier Abilities: The masked one gains immunity to disease, but not magical diseases. The masked one’s bite attack improves to 1d8. Additionally, the masked one’s stomach acid becomes particularly powerful, and begins to seep into his mouth. Any successful bite attack deals an additional 1d4 points of acid damage. The masked one may spit this acid as a ranged touch attack. This is a standard action that can be used every 1d4 rounds, at a range of 30 feet. Fourth Tier Abilities: The masked one gains a +2 bonus to his Constitution score. He also becomes immune to magical diseases. The masked one’s bite attack improves to 1d10. The Masked One gains the Swallow Whole extraordinary ability. He is able to swallow a creature of up to one size smaller than his own size. A medium creature’s stomach can hold 1 small creature, 2 tiny creature, 4 diminutive creature, and 8 fine creatures. Any creature in the masked one’s stomach takes automatic bite damage, as well as 1d4 points of acid damage each round. A creature may cut his way out of the masked one’s stomach with a light piercing or slashing weapon by dealing an amount of damage equal to ¼ the masked one’s hit points. The stomach has an AC equal to 10 + ½ the masked one’s Natural Armor bonus. Once a creature cuts its way out, muscular action closes the wound, so another creature must cut its own way out. A creature that has been swallowed is considered grappled. Fifth Tier Abilities: The stomach acid of the masked one becomes stronger, now dealing 1d6 points of damage. The masked one becomes even hardier than he was. The masked one gains another +2 bonus on his Constitution score, and gains a +2 bonus on fortitude saves. Additionally, the masked on gains Damage Reduction X/- equal to ¼ his class level. Sixth Tier: The masked one’s bite attack deals 1d12 points of damage. The masked one may now unhinge his jaw like a serpent, and swallow impossible amounts of material. He may now swallow one creature of up to his own size. Medium masked one’s can swallow 1 medium creature, 2 small creatures, 4 tiny creatures, 8 diminutive creatures, or 16 fine creatures. Finally, any creature that dies while in the masked one’s stomach disintegrates instantly and completely. The masked on then gains Fast Healing 5 for a number of rounds equal to the dead creature’s Hit Dice. Unlike most fast healing, this fast healing allows the reattachment and growth of limbs. [QUOTE] I love this mask, though may I suggest a boost to its power as it seems to be one for a front line or a stalker type. 1st) what do you mean by "a toothy maw" after someone puts it on? like a crocodile mask, or like when one of the Vamps from Charby the Vampirate go to feed and their mouth hits the top of their sternum but otherwise look normal? 2) Id have its damage increase along the lines of a monks unarmed damage or higher as this seems to be a combat intensive mask yet a d12 plus acid damage once or twice a round (with the ability thats gives you an extra action a round) since you can only use one natural attack with a standard action. Maybe put in a clause stating that this mask seeks to fit tooth and claw and thus you treat yourself as not proficient with melee weapons (or at least one handed or larger as they dont let you get nice and close to smell their fear or soemthing like that). Possibly increase the damage (take a look at something that has a CR equal to your level like the tarrasque and have it equal that). or be able to use the bite like a weapon with one attack per one allowed by your BAB. 3) The bite doesnt seem to bypass DR/magic let alone anything else. Id give it an ability that negate damage reduction (around a level that would normally give you enough gold to afford a +3 enhancement as shadowstriking allows you to bypass all DR) and possibly hardness. 4) Id also give him a bonus to attack rolls with natural attacks and grapple checks. I mean a +19 from BAB and his bonus to grapple checks will not be much against most of those high level opponents. Even with max str and the improved grapple feat your only going to get +19(bab and bonus)+4 (from Imp grapple feat)+11 (18 str bas+5 from tome+6 from enhancment+4 from level up bonuses =33 str) = +34 for you grapple modifier at 20th level. At that level the tarrasque has a grapple check of +81, the Titan has one of +44, and so on. as swallowing whole and grappling seem to be their main method of assault this seems a bit weak. or you could have them treated as one or more sizes larger for the purposes of grapple checks. 5) What about an ability that you can swallow anything regardless of size? There is a spell in Libris Mortis that allows you to swallow them and turns your stomach extradimensional so its not without precedent (and I think this is like a 3rd or 4th level spell so the cleric has had it for ages). 6) Since this seems to be a predator mask, could they gain hide and move silently as class skills? 7) Isnt bite damage piercing, bludgeoning, and slashing? |
| The_Black_Cat05-02-07, 03:44 AM | First off I want to say that this class ROCKS. Secondly I was wondering what all your views would be on this character taking a the prestige class Master of Masks from Complete Scoundrel. But instead of making his own masks would you think it find to have the character able to wear many of these "choosing masks". Imagine how many saves vs. mind affecting things you would have. All those voices in ones head ... might be interesting flavour-wise. Do you think there would be any problems? |
| Rialto05-02-07, 12:22 PM | First of all, a really great concept. I am not sure how balanced this is as class but flavorwise it looks great. Now let me just throw my ideas: Since the mask augments its wearer, it is possible (that is something I picture vividly) that the mask gains more power at the expense of its wearer (draining ability to gain temporal infusions, trying to dominate the wearer, etc.). I mean the mask starts with certain abilities (as all intelligent items do) then grants powers but does not seem to grow in power, or seek power over its wearer - which even the noblest of intelligent items with high enough ego will do. One of the possible ways to look at the class is this - a constant struggle of the wearer and the mask to control the power of the other, and simultaneously the need too cooperate to achieve a common goal. |
| teshen05-02-07, 01:30 PM | First of all, a really great concept. I am not sure how balanced this is as class but flavorwise it looks great. Cool. When Wall and others started on this class, quite a while back, a few people thought it was weak, since you can gain many of the same abilities by a ring of sustenance, a ring of protection, and some healing potions/wands (for a lot of the base abilities). But yes, it's a cool concept and I hope it eventually reaches a stage where everyone feels that it's finished. :D Secondly I was wondering what all your views would be on this character taking a the prestige class Master of Masks from Complete Scoundrel. But instead of making his own masks would you think it find to have the character able to wear many of these "choosing masks". Imagine how many saves vs. mind affecting things you would have. All those voices in ones head ... might be interesting flavour-wise. Do you think there would be any problems? Well, a Chosen of the Mask has one bound mask where the mask PrC out of Scoundrel has many that he's not as connected to... thematically, I think they have very different feels even if they do similiar things... Now in the old thread (you'll find a link in Wall's first post), there was a Chosen Hunter PrC that hunted down other masks wearers and could use them, but I don't remember if it was finished either... so I guess I would say Rule 0 at the momment. Since the mask augments its wearer, it is possible (that is something I picture vividly) that the mask gains more power at the expense of its wearer (draining ability to gain temporal infusions, trying to dominate the wearer, etc.). I mean the mask starts with certain abilities (as all intelligent items do) then grants powers but does not seem to grow in power, or seek power over its wearer - which even the noblest of intelligent items with high enough ego will do. Interesting ideas... you could do one of two things (or both). Make a mask that does what you're going for... or try your hand at a prc that combines elements of both. :D One of the possible ways to look at the class is this - a constant struggle of the wearer and the mask to control the power of the other, and simultaneously the need too cooperate to achieve a common goal. True. And that idea's been touched upon as the way some of the masks work. Other masks might be like slave drivers... The class grant's a lot of RP potential. |
| HarlequinHelsing05-02-07, 05:39 PM | Secondly I was wondering what all your views would be on this character taking a the prestige class Master of Masks from Complete Scoundrel. *snip* I'd love to say something about copyright infringement or idea-stealing at this time, but I'll refrain. :P You have some good ideas there, Rialto. I don't think the idea of a power struggle or domination would fit with every mask, but if I ever finish my own ego-mask it's an idea I will strongly consider for another. My initial thought on it is the mask of a slave or conscript who had no control over his own life, and the spite from those experiences is channeled through the mask, which now tries to control the wearer. |
| Wall05-03-07, 04:19 PM | Whoa! The one day I don't check on the topic, BAM! Posts galore. Okay, let's rock. One thing I would ask is do masks themselves progress? Such as an ability point every four levels like a character so that with time/experience, their ego swells? Possibly since this growth could be tied to the host, it would be lost when a new host is taken... that way you couldn't have a mask who's had several hosts with stats of Int: Awesome, Wis: Wow, Chr: and Uber. And that brings me to the question, have you thought about the attribute limit on a starting mask? The first: An interesting idea, indeed. And I don't see why it shouldn't work that way, either. Hmm... yes, I think it will work. Let the editing begin! The second: I have, but never reached a decision. Yes, I know, it seems like one of those things that should be decided on rather early; well, we'll figure it out, and edit accordingly. I was thinking of using something of a point-buy system for mask generation, but with less points due to less ability scores. I asked about this in the old one, but you made this so I'll repost it here, is that ok? *Snip* I love this mask, though may I suggest a boost to its power as it seems to be one for a front line or a stalker type. 1st) what do you mean by "a toothy maw" after someone puts it on? like a crocodile mask, or like when one of the Vamps from Charby the Vampirate go to feed and their mouth hits the top of their sternum but otherwise look normal? Anything you want it to look like. That's the beauty of role playing.:) Personally, I always thought of it as the jaw increasing in size and filling with shark teeth. 2) Id have its damage increase along the lines of a monks unarmed damage or higher as this seems to be a combat intensive mask yet a d12 plus acid damage once or twice a round (with the ability thats gives you an extra action a round) since you can only use one natural attack with a standard action. Maybe put in a clause stating that this mask seeks to fit tooth and claw and thus you treat yourself as not proficient with melee weapons (or at least one handed or larger as they dont let you get nice and close to smell their fear or soemthing like that). Possibly increase the damage (take a look at something that has a CR equal to your level like the tarrasque and have it equal that). or be able to use the bite like a weapon with one attack per one allowed by your BAB. Perhaps. Increasing the damage sounds reasonable. The class only allows Simple weapon proficiency anyway, so I don't think that weapons are much of a problem. I think it would be balanced to say that the mask takes away the capability to learn how to use new weapons in exchange for making iterative attacks with bite. 3) The bite doesnt seem to bypass DR/magic let alone anything else. Id give it an ability that negate damage reduction (around a level that would normally give you enough gold to afford a +3 enhancement as shadowstriking allows you to bypass all DR) and possibly hardness. It doesn't already? Well, that's a real mistake on my part. Thank you for bringing that to light; I'll address it when I finish this message. 4) Id also give him a bonus to attack rolls with natural attacks and grapple checks. I mean a +19 from BAB and his bonus to grapple checks will not be much against most of those high level opponents. Even with max str and the improved grapple feat your only going to get +19(bab and bonus)+4 (from Imp grapple feat)+11 (18 str bas+5 from tome+6 from enhancment+4 from level up bonuses =33 str) = +34 for you grapple modifier at 20th level. At that level the tarrasque has a grapple check of +81, the Titan has one of +44, and so on. as swallowing whole and grappling seem to be their main method of assault this seems a bit weak. or you could have them treated as one or more sizes larger for the purposes of grapple checks. I don't think I would add virtual size bonuses or anything in the mask itself; I was, however, toying with the idea of a Gluttonmaw prestige class. 5) What about an ability that you can swallow anything regardless of size? There is a spell in Libris Mortis that allows you to swallow them and turns your stomach extradimensional so its not without precedent (and I think this is like a 3rd or 4th level spell so the cleric has had it for ages). Very feasible. I'll think about this one. 6) Since this seems to be a predator mask, could they gain hide and move silently as class skills? I have this strange tendency to limit my Masks to 3 granted skills. 7) Isnt bite damage piercing, bludgeoning, and slashing? Yes. Also something I will certainly change. First off I want to say that this class ROCKS. Whoohoo! Secondly I was wondering what all your views would be on this character taking a the prestige class Master of Masks from Complete Scoundrel. But instead of making his own masks would you think it find to have the character able to wear many of these "choosing masks". Imagine how many saves vs. mind affecting things you would have. All those voices in ones head ... might be interesting flavour-wise. Do you think there would be any problems? I don't think there would be any problems; however, it would not gain any extra mechanical benefits for doing so. The masks in the PRC don't have their own souls. And teshen is correct; there is a "Mask Hunter" type class on the old topic; at the moment, I'm re-configuring it. Making it more stream-lined and trying to work at some balance issues. Plus, now it's called the Polyvisage, which I think is an infinitely cooler name that "Eater of Faces." :D First of all, a really great concept. I am not sure how balanced this is as class but flavorwise it looks great. Thank you kindly. Now let me just throw my ideas: Since the mask augments its wearer, it is possible (that is something I picture vividly) that the mask gains more power at the expense of its wearer (draining ability to gain temporal infusions, trying to dominate the wearer, etc.). I mean the mask starts with certain abilities (as all intelligent items do) then grants powers but does not seem to grow in power, or seek power over its wearer - which even the noblest of intelligent items with high enough ego will do. One of the possible ways to look at the class is this - a constant struggle of the wearer and the mask to control the power of the other, and simultaneously the need too cooperate to achieve a common goal. That's certainly a fun way to look at the class, and I know for a fact that more than a few of the Masks that we've designed would seek constant control over the Chosen... but of course, that's up to whoever is playing the character. You will always have the Chosen and the Mask that cooperate, those that struggle against each other, those that don't really care... heck, you'll probably even find some people willing to give up their personalities entirely for their Mask (coughPRCcough). Well, now I have things to go do... but when I get back, work continues. Should be later tonight. PLUS, I have two new Mask ideas, ideas for updating one of my old favorites that (I don't think) made it to this topic, and, of course, the PRCs should start showing up soon. I was also thinking about something; wouldn't it be cool if, when we felt "finished" with the project, to compile it all together, organize it, and put it in PDF format for any to use? |
| periscope05-03-07, 05:21 PM | thx for reading my post, I appreciate it. now im off to see how much i can minmax this class... Oh before I forget, are their any mask feats? |
| HarlequinHelsing05-03-07, 05:39 PM | Oh, there will be. Thoughts so far include: -A metamagic feat that gives the target of your beneficial spell effects of your Mask. -A feat for Wu Jen/Masked Ones involving Watchful Spirit. -A feat to channel Tier abilities through Eldritch Blasts. -Tactical Mask feats. -Some sort of feat that lets you use higher-tiered abilities of your Mask for a short period of time, taking the repercussions later. -A feat for Wu Jen/Masked Ones that gives them free Favored Enemy (decievers). etc... These will all be written up when I can find the time, by which I mean over the weekend. |
| periscope05-03-07, 06:25 PM | Oh, there will be. Thoughts so far include: -A metamagic feat that gives the target of your beneficial spell effects of your Mask. -A feat for Wu Jen/Masked Ones involving Watchful Spirit. -A feat to channel Tier abilities through Eldritch Blasts. -Tactical Mask feats. -Some sort of feat that lets you use higher-tiered abilities of your Mask for a short period of time, taking the repercussions later. -A feat for Wu Jen/Masked Ones that gives them free Favored Enemy (decievers). etc... These will all be written up when I can find the time, by which I mean over the weekend. Well my suggestion for the gluttonmaw and swallowing something of any size could go as a feat but If you fail it you immediately go into a Frenzy (treat as the equivelant of a Tensers Transformation or a Frenzied Berserkers frenzy) until you consume enough meat to meet the criteria of what you failed to eat (so if you failed to swallow a large opponent you must swallow a large piece of meat, 2 pieces of medium sized meat, 4 pieces of small sized meat, etc). You can make a will save so you dont eat someone you shouldnt lets say you get a +4 bonus if there is someone you care about (friends, family, allies), +2 (children, etc), +0 if its just a normal circumstance (joe the farmer), -2 if they've got it coming (a known thief or something like that), - if they've done you wrong (cheated you out of money), -6 if they've done something big (molested children, harmed your allies, etc). actually rage might be good for the mask to help with some of those stronger opponents. |
| Wall05-03-07, 06:36 PM | Oh, there will be. Thoughts so far include: -A metamagic feat that gives the target of your beneficial spell effects of your Mask. -A feat for Wu Jen/Masked Ones involving Watchful Spirit. -A feat to channel Tier abilities through Eldritch Blasts. -Tactical Mask feats. -Some sort of feat that lets you use higher-tiered abilities of your Mask for a short period of time, taking the repercussions later. -A feat for Wu Jen/Masked Ones that gives them free Favored Enemy (decievers). etc... These will all be written up when I can find the time, by which I mean over the weekend. I think you meant Ranger / Masked One on that last one there... But anyway, I can't wait! Well, I can, but- oh, you know what I mean. All right, so I'm going to get on to the updates to the present material. But in case any one is interested, here's the list of PRC ideas that I have in production: - Polyvisage: Whether by Prophecy or Parasitism, the character gains the ability to bond to multiple Masks. - Acolyte of the Veil: Some scholars believe that the Masks are manifestation of divine spark; these clerics may well prove it. Divine caster that gains benefits while around Masks. - Given Soul: Not all Masks are content with partnership; some want control. These characters hand over their personalities so that their Masks may make their power manifest. Now, back to work! |
| HarlequinHelsing05-03-07, 10:06 PM | I think you meant Ranger / Masked One on that last one there... But anyway, I can't wait! Well, I can, but- oh, you know what I mean. :banghead: Whoops. Yes, that's what I meant. Edit time. PrCs looking awesome. The Polyvisage sounds a little bit like my first idea of what the class should be like (first post on the old thread), so I'm pretty excited about that one. |
| Wall05-04-07, 03:28 PM | :) Polyvisage is pretty much finished, all it needs is some tweaking here and there. And one of those universal drives to port it to my main computer. Darn internet-less grumble grumble Windows 95 grumble grumble... Well, the good news is that I'm going to go see Spiderman in a few minutes. Mmm, I love the old, smelly theater. Work resumes when I'm done. |
| Demonicazura05-04-07, 08:49 PM | Great job on the class, I really like it and once I go over everything I'll try to give you some input. My first impression was that it seemed a little weak, but I'm not quite sure yet. And I would be glad to convert it all into a PDF for you guys when it is all finished and done with. |
| Wall05-06-07, 08:42 AM | New Mask! Arcanophobia Chaotic Good Mental Scores: Int 14 Wis 16 Cha 12 History: Tales tell of a great hero of old, a man who hunted down and destroyed no less than 3,000 evil spellcasters. Some say that this man was in the service of the gods of magic, seeking out those who would abuse the Art; Others tales claim that he was once a simple farmer, seeking revenge against the terrible, magic-wielding Cult that had destroyed his village and killed his family. But no matter how he became what he was, this man was the most skilled slayer of mages in all of history. Personality: The personality is assuredly that of the great mage-slayer of old, although he seems to have no memory of his life, how he came to be a Mask, or even his original name. Arcanophobia is an easy-going Mask, always kind and courteous, and often will make jokes when the opportunity presents itself. In the presence of spell-casters, Arcanophobia becomes suspicious, but does not attack them outright, nor does he wish his Chosen to do so. However, if Arcanphobia witnesses a spell-caster misusing magic (attacking innocents, attacking Arcanophobia’s Chosen, raiding towns, etc.), then he forces his chosen to take the offensive. Appearance: Arcanophobia is a smooth, round mask with a pearlescent sheen. The mask wraps around the chin, allowing a hole large enough for movement of the jaw and mouth. However, there is only a hole for the right eye; the left eye is covered by a blue glyph that shines brightly when spellcasters are nearby. Granted Class Skills: Jump (Str), Knowledge (arcane) (Int), Spellcraft (Int) Automatic Abilities: The burning desire to slay those that abuse the Art grants magnificent power. At this level, the Masked One may use Detect Magic as a spell-like ability at will, with a caster level equal to his class level. Additionally, the Masked One deals an extra 1d6 points of damage with any attack against a creature that can cast spells or use spell-like abilities. There is a small drawback to wearing this Mask, however. Covering up one of the eyes imposes a -2 penalty on Spot and Search checks, as well as ranged attack rolls. 1st Tier Abilities: Beginning at this tier, the Masked One gains extra defenses against spells and spell-like abilities. The Masked One gains a bonus on his AC and saving throws against spells and spell-like abilities equal to Arcanophobia’s Wisdom modifier (+3 when you first gain the ability) + ¼ the Masked One’s class level. Finally, the Masked One deals an extra 2d6 points of damage against any creature that casts spells or uses spell-like abilities. This supersedes the previous damage bonus. 2nd Tier Abilities: Starting at this tier, the Masked One gains the ability to ignore the benefits of spells and spell-like abilities to a limited degree. Whenever the Masked One strikes a creature that has concealment or an AC bonus gained from a spell or spell-like ability, the Masked One may ignore it. If the target has gained both a bonus to AC and concealment from spells or spell-like abilities, then the Masked One must choose which effect to ignore before he makes the attack. He cannot ignore both. Finally, the Masked One deals an extra 3d6 points of damage against any creature that casts spells or uses spell-like abilities. This supersedes the previous damage bonus. 3rd Tier Abilities: By this tier, the glyph covering up the Masked One’s left eye allows the Masked One to see invisible creatures, as the See Invisibility spell. This ability is constant. The penalty on Spot checks, Search checks, and ranged attack rolls is not lifted. Additionally, the power of the magical glyph allows the Masked One to determine spells and effects with ease; he gains a bonus on Spellcraft checks equal to ½ his class level. Finally, the Masked One deals an extra 4d6 points of damage against any creature that casts spells or uses spell-like abilities. This supersedes the previous damage bonus. 4th Tier Abilities: At this tier, the Arcanophobia begins to generate an almost-intangible field of anti-magical energy. Arcanophobia and the Masked One gain spell resistance equal to 11 + the Masked One’s class level. Once per day, the Arcanophobia may increase the power of this anti-magic shield. This is a free action on Arcanophobia’s part, and lasts for a number of rounds equal to Arcanophobia’s Wisdom modifier. During this period, both Arcanophobia and the Masked One are immune to any effect that allows spell resistance. Finally, the Masked One deals an extra 5d6 points of damage against any creature that casts spells or uses spell-like abilities. This supersedes the previous damage bonus. 5th Tier Abilities: The glyph over the Masked One’s left eye increases in power at this tier; the Masked One gains the benefits of a constant True Seeing effect, and the penalties on Spot checks, Search checks, and ranged attack rolls are removed. The improved power of the glyph allows the Masked One the ability to note minute weaknesses in a spell caster’s guard. If any creature attempts to cast a spell or use a spell-like ability defensively while in the Masked One’s threatened area, the Masked One may still make an attack of opportunity as normal. If the creature attempts to cast a spell or use a spell-like ability while within the Masked One’s threatened area, but does not cast defensively, the Masked One may make two strikes against the target as a single AOO, as long as both strikes are with the same weapon. Finally, the Masked One deals an extra 6d6 points of damage against any creature that casts spells or uses spell-like abilities. This supersedes the previous damage bonus. 6th Tier Abilities: At the 6th tier, Arcanophobia is able to unleash as much power as it knows how. Whenever a spell fails to overcome either the Masked One’s or Arcanophobia’s spell resistance, the Masked One gains one of the following abilities for a number of rounds equal to the spell’s level. Power: Bonus on attack and damage rolls equal to the spell’s level. Speed: Bonus to any one of the Masked One’s movements equal to 5 x Spell Level. Celerity: Dodge bonus to AC and bonus on reflex saves equal to Spell Level. Fortitude: Bonus Hitpoints equal to 5 x Spell Level, Bonus on Fortitude saves equal to spell level. Will: Bonus on Will saves equal to Spell level. Resistance: Energy Resistance to one energy type (Fire, Acid, Electricity, Cold, or Sonic) equal to 5 x Spell level. Multiple uses of the same effect do not stack; the bonuses and duration are reset with the new spell. Additionally, if Arcanophobia or the Masked One is affected by a spell that overcomes their spell resistance, the caster takes 1d8 points of damage per level of the spell (no save). Arcanophobia may create an anti-magic effect (see above) three times per day. Finally, the Masked One deals an extra 7d6 points of damage against any creature that casts spells or uses spell-like abilities. This supersedes the previous damage bonus |
| HarlequinHelsing05-06-07, 01:53 PM | Time for a few feats. Feel free to suggest better names than the ones I come up with. Watchful Mask Prerequisite: Watchful Spirit class ability, Bound (1st Tier). Benefit: You may use your Watchful Spirit class ability an additional number of times per day equal to the highest-tier power you have access to (so a 1st-level Wu Jen/6th-level Masked One could use the ability three times per day). Furthermore, you Wu Jen levels stack with Masked One levels for the purposes of determining Imitation of Life effects. Hunter of the Hidden Prerequisite: Favored Enemy +4, Bound (Automatic Abilities) Benefit: You may replace one of your Favored Enemy groups with Favored Enemy (Decievers), gaining Favored Enemy bonuses against all creatures bound to a Mask. Furthermore, your Ranger levels and Masked One levels stack for the purposes of determining Favored Enemy bonuses (so a 7th-level Ranger/3rd-level Masked One would have the Favored Enemy bonuses of a 10th-level Ranger). More to come later. |
| Wall05-06-07, 06:39 PM | Time for a few feats. Feel free to suggest better names than the ones I come up with. Watchful Mask Prerequisite: Watchful Spirit class ability, Bound (1st Tier). Benefit: You may use your Watchful Spirit class ability an additional number of times per day equal to the highest-tier power you have access to (so a 1st-level Wu Jen/6th-level Masked One could use the ability three times per day). Furthermore, you Wu Jen levels stack with Masked One levels for the purposes of determining Imitation of Life effects. Hunter of the Hidden Prerequisite: Favored Enemy +4, Bound (Automatic Abilities) Benefit: You may replace one of your Favored Enemy groups with Favored Enemy (Decievers), gaining Favored Enemy bonuses against all creatures bound to a Mask. Furthermore, your Ranger levels and Masked One levels stack for the purposes of determining Favored Enemy bonuses (so a 7th-level Ranger/3rd-level Masked One would have the Favored Enemy bonuses of a 10th-level Ranger). More to come later. Ooh, neat! I especially like the Wu Jen / Masked One feat. Can't wait to see more! |
| Wall05-10-07, 07:43 PM | Well, it isn't quite done yet, but here's a rough draft of one of the PRCs. I just thought I'd liven up the thread a bit. As I said, it's a rough draft, and as such completely open to suggestions as to what to do. You'll notice that this is not one of the PRCs I mentioned earlier. I'm still working on the other ones (kinda running dry on ideas at the moment; just need to refill the brain), but I also have a few more vague ideas in mind. Prerequisites: Skills: Bluff 9 ranks, Perform (Acting) 6 ranks, Perform (any other) 6 ranks Special: Bardic Music 3/day Special: Bound (1st Tier) Hit Dice: d6 Level BAB Fort Ref Will Special 1 +0 +0 +2 +2 Bardic Music, Bound, Veiled Performance 2 +1 +0 +3 +3 Group Binding (Automatic) 3 +2 +1 +3 +3 4 +3 +1 +4 +4 Veiled Performance II 5 +3 +1 +4 +4 Back-up Chorus 6 +4 +2 +5 +5 Group Binding (1st Tier) 7 +5 +2 +5 +5 8 +6 +2 +6 +6 Veiled Performance III 9 +6 +3 +6 +6 Masked Duet 10 +7 +3 +7 +7 Group Binding (2nd Tier) Class Skills (6 + Int per level): Appraise, Balance, Bluff, Climb, Diplomacy, Disable Device, Gather Information, Hide, Intimidate, Listen, Move Silently, Open Lock, Perform, Search, Sense Motive, Spot, Swim, Tumble, Use Magic Device, Use Rope. Additionally, the skills granted by your Mask are class skills. Bardic Music: Levels of veiled performer stack with other classes that grant Bardic Music for determining the number of uses per day, as well as the types of Bardic Music available. Bound: Levels of veiled performer stack with other classes that grant the Bound class feature for the purposes of available tiers, the save DC of Bound abilities, and Tier abilities that are based off of your class level in your class that grants the Bound class feature. Veiled Performance (Ex): Sometimes the best of performances are the anonymous ones; when no one knows who created the music, the mystic grows, and the enigma makes the music more alluring than ever. Whenever you activate a Bardic Music ability, you may make a Bluff check (in addition to any other checks that you may need to make) versus a Sense Motive check from all creatures that can detect you. Any creature that fails their Sense Motive check does not realize that you are the source of the Bardic Music effect. At 4th level, the save DC of your Fascinate ability is increased by 2 against creatures who fail their Sense Motive check, and your Countersong adds an additional +2 bonus on saves against effects caused by creatures that have failed their Sense Motive checks. At 8th level, the Save DC increases by +4 instead of +2, and you gain a +4 bonus instead of a +2 bonus. Group Binding (Su): Beginning at 2nd level, you can combine the magic of your Mask with that of your music. An ally that is affected by any of your Bardic Music effects (except Countersong and Fascinate) also gains the automatic benefits of your Mask (as per the Bound class feature). Additionally, those affected by your Bardic Music effect gain a bonus equal to your Charisma Bonus (minimum +1) on the skills granted by your Mask. These effects last as long as the creature is affected by your Bardic Music. As your veiled performer level increases, so does the amount of magic that your allies can benefit from. At 6th level, your allies gain the 1st Tier abilities of your Mask, as well as the automatic abilities. At 10th level, your allies gain the Automatic, 1st and 2nd tier abilities of your Mask. Back-Up Chorus (Ex): By 5th level, you have learned to work more harmoniously with your Mask. Your Mask may concentrate on your Bardic Music effects as a free action, allowing you to take a full-round’s worth of actions and continue the effects of your Bardic Music. You may only have one Bardic Music effect active at a time. Masked Duet (Su): At 9th level, you work in almost perfect harmony with your mask. You may activate and sustain two Bardic Music effects with a single use of Bardic Music. You may not use the Back-Up Chorus ability while sustaining these effects. |
| HarlequinHelsing05-10-07, 10:23 PM | Ooh. I like it a lot. Still haven't thought of any more feat ideas, sorry. So nothing new from me right now. |
| periscope05-10-07, 10:48 PM | Did anyone ever make a rogue type mask? I saw a warrior and a mage type there, so that would probably be the next one up. Id have it be completly blank, call it the unseen, and have it grant bonuses and the ability to sneak attack, possibly even gaining the assassins death/paralysis attack, and have ways to dispose of the body. The ability to generate and see through darkness (magical and normal) would fit with it, possibly gaining invisibility and greater invisibility (however make it so that they have to concentrate to turn it off and be seen. Not being able to be seen can be a pain [sorry the carriage driver didnt see you but he saw the splatter]). A true seeing would also be good so that they cant escape. |
| Wall05-11-07, 11:10 AM | Did anyone ever make a rogue type mask? I saw a warrior and a mage type there, so that would probably be the next one up. Id have it be completly blank, call it the unseen, and have it grant bonuses and the ability to sneak attack, possibly even gaining the assassins death/paralysis attack, and have ways to dispose of the body. The ability to generate and see through darkness (magical and normal) would fit with it, possibly gaining invisibility and greater invisibility (however make it so that they have to concentrate to turn it off and be seen. Not being able to be seen can be a pain [sorry the carriage driver didnt see you but he saw the splatter]). A true seeing would also be good so that they cant escape. Well, why don't you try your hand at it? If you don't have the time (or don't feel like it), then I'll build it for you if you like. |
| periscope05-11-07, 07:51 PM | I'll try but I really suck at building stuff. Unseen Neutral or Chaotic Good (what would you recommend) 12 int, 14 wis 18 cha History: Befitting its name, there are few records on this mask. Those that do exist say it is the mask which first inspired the races to "backstab" others. To stalk in the night and take or kill without being seen, that is its purpose, or so the rumors go. What would the storytellers say if they knew the truth? The truth is that the mask is not at fault. It came into the ownership of wearers that were able to suppress it, and use its abilities without its permission for deeds that Unseen would never allow. It couldnt forget what it learned from these people (chosen/assassins). Its last master (by the name of Sly cookie for the reference) however put its abilities to good use, playing the game and exacting retribution on many. Personality: It seems to be a playful mask. To it, being able to stalk someone, to hold their life in your hands is like a drug. Its two favorite games to play are strange ones. It will urge its wearer to take something from somebody (preferably one whom will present a challenge). What its wielder steals determines the game. If it is a trinket or something of little consequence (normally a candy or a spare dagger, though once they stole the belt of a king's trousers, with hilarious consequences), they wait and see if the victim notices that the item is gone. If they dont, the game is to return it in such a way as to cause the victim to think they placed it in the wrong pocket. If it is a valuable item (valuable to the person, even if it be a trinket, like a family locket. An item that would cause the victim emotional pain qualifies for this), then the game is to return it to them with a writ of apology (normally an envelope slipped under the door) without getting caught. Strangely the wearers have started many romances this way.... It also derives the most pleasure from stealing from tyrants and thieves. as it says "what fun is it stealing from the poor?". Appearance: Im unsure as to how to present this. I originally thought a blank mask would work, but now Im leaning toward a bandanna type deal (if you got the reference it looks like the marking on his face). Granted class skills: Hide, Disable Device, Move Silently, Open lock (though in our games we merged Dis Dev and Open Lock), Search, and Sleight of hand (I know but it fits so well) Granted abilities: The wearer gains a +4 competence bonus to Hide, Disable Device, Move Silently, Open Lock, Search, and Sleight of hand and can use them untrained. Gain 6+skill points per level instead of the normal 4+. Gains the ability to use Detect Secret doors a number of times per day equal to the masks or the wearers cha mod (whichever is higher). This is at a caster level equal to the chosen of mask's level. First Tier: Back stab: True to its past, the mask grants the sneak attack ability starting at 2d6 and increases by 1d6 per tier level gained. Darkness is my friend: The wearer is no longer hampered by darkness and gains Dark vision out to 60 ft and Low light vision . If they already possessed dark vision or gains it (through a template or a permanency spell) then it extends by 30 ft (normally to 90 ft). If they have low light vision from another source (as described for darkvision) they gain superior low light vision. So thats where it is: The wearer gains a treasure sense. This allows him to sense (many describe it as "smelling money") gold and valuables (he cant tell what it is, just that its valuable) within 100 ft per chosen of mask level. It must be a minimum of 20 gp (or worth at least that much) on a person, 100 gp if left in a container (a chest, a cave, a secret room, etc). This is a constant ability that requires no action. Cant stop me: The wearere gains the trapfinding and trapsense of a rogue of equal level (see the rogue entry in the PHB). Second Tier: Out of Sight: The wearer gains the ability to use Invisibility 3 times per day +1 additional time per day per 3 chosen of masks levels. Out of mind: The wearer gains the ability to use Modify Memory 3 times per day +1 additional time per day per 3 chosen of masks levels. What was that?: The wearer gains the ability to use Silence 3 times per day +1 additional time per day per 3 chosen of masks levels. Cant keep me out: The wearer gains the ability to use Knock 3 times per day +1 additional time per day per 3 chosen of masks levels. He may activate a pseudo ethereal ability 1+1 additional time per day for every 3 chosen of masks levels. He may not fly, he does not gain access to the ethereal plane, and their is no miss chance to hit him. However he may pass through unattended objects as if he were ethereal. Third Tier: That was close: The wearer gains evasion, and gains either Unseens or the their Cha modifier (whichever is higher) as a luck bonus on reflex saves. I see you: Unseen's wearer gains a constant see invisibility effect out to their range of their darkvision. The wearer may now see through magical darkness out to the range of his dark vision. If he studies an object for 1 hour, he can Identify it, as per the spell. Out of sight again: The wearer's invisibility ability increases to greater invisibility. all uses of invisibility are converted to greater invisibility. and I am outta here!: the wielder gains the ability to use dimension door as a spell like ability 1 time per day +1 per every 3 chosen of masks levels. They may only transport themselves and an additional 50 pounds. Fourth Tier: The hand is quicker than the eye: If the wearer is attempting a sleight of hand check, he may take a -5 penalty on his check. If he makes his check he has moved so fast it requires a DC 30 or his Sleight of hand check (whichever is higher) Spot Check to notice that he actually took something. If noone makes their check, an illusory duplicate of the item is left in its place for 1 hour. It looks, feels, weighs, sounds, smells, and tastes exactly like the original. A true seeing spell can see through this. If consumable, the duplicate is also "consumable" (though it provides no nutrition) and the consumer must make a DC 25 wisdom check to notice something is amiss. If it is a potion stolen they notice immediately that something is up, though whether they think the potion was bad or that this is a duplicate is up to the DM. How'd he do that?: The wearer may now use Mage hand as an at will spell-like ability. He can do anything with this that he could do with one hand. He can even use this inside an anti magic field, though it requires a DC 25 concentration check to do so (this in addition to any concentration checks incurred by other factors while using this ability). This is most often used to lift keys off sleeping guards. Do you mean me?: The wearer has a permanent non detection and magic aura effect active on him, his equipment, and anything in his possession. He automatically detects scrying attempts and can dispel them as per greater dispel magic. 5th Tier: He just vanished!: The wearer gains the hide in plain sight ability (see the ranger and rogue for details) Found it!: The wearer can use locate object and locate creature 3 times per day as a spell like abilities. SCRAMBLE!: The wearer gains improved evasion as per the rogue feature. He also gains a +10 bonus to all speeds and a +4 bonus to tumble checks. He gains a slow fall ability as per a monk of equal level. He also gains 20 ft climb speed. 6th Tier You cant hide from me: The wearer gains a permanent true seeing effect on themselves. Life stealer: The wearer gains the death attack (as per the assassin prc in the DMG). Any weapon the user wields gains a vampiric property. Whenever he strikes someone, he is healed the base damage (not any from enchantments, str, etc.) of the weapon. For instance, if he strike someone with medium +5 shocking dagger and has a 12 str and he deals 4(base)+5 (enhancement)+3 (shocking)+1 (str)=13 points of damage. He is healed 4 points of damage. How is it? |
| Wall05-12-07, 08:40 AM | That's not bad. Not bad at all. I do have a few questions/comments, though. (Oh, and Sly Cooper. That's the reference.) Back stab: True to its past, the mask grants the sneak attack ability as a rogue of equal level to the chosen of masks. It's all right to give the sneak attack ability, but let's not overshadow the rogue here. I suggest increasing the Sneak attack damage by +1d6 at every tier level, and maybe start the ability at 1st tier. Total SA +6d6. Gain 2 extra skill points everytime they gain them (after any multiplication) but must be spent on the granted skills. I don't understand this. Every time they gain "them?" Do you mean class level, or tier level, or something else? So thats where it is: The wearer gains a treasure sense. This allows him to sense gold and valuables (he cant tell what it is, just that its valuable) within 100 ft per chosen of mask level. It must be a minimum of 20 gp (or worth at least that much) on a person, 100 gp if left in a container (a chest, a cave, a secret room, etc). This ability doesn't state the action required, or whether it requires concentration or not. and I am outta here!: the wielder gains the ability to use dimension door as a spell like ability at will. They may only transport themselves and an additional 50 pounds. He also gains 20 ft climb speed. He gains a slow fall ability as per a monk of equal level. This is quite a bit to give at once. I'd suggest either removing the second two abilities (climb speed and slow fall) entirely, or moving them to different tier levels. The hand is quicker than the eye: If the wearer is attempting a sleight of hand check, he may take a -5 penalty on his check. If he makes his check he has moved so fast it requires a DC 30 or his Sleight of hand check (whichever is higher) to notice that he actually took something. If noone makes their check, an illusory duplicate of the item is left in its place for 1 hour. It looks, feels, weighs, sounds, smells, and tastes exactly like the original. A true seeing spell can see through this. It never states what kind of check is required; I'm pretty sure its Spot, but you may want to state it anyway. What happens if the ability leave the duplicate of food or drink? Does it nourish (I'm guessing "no")? Do they get Will saves to disbelieve the effect? Yeah, that's about it. |
| teshen05-12-07, 12:00 PM | Granted class skills: Hide, Disable Device, Move Silently, Open lock (though in our games we merged Dis Dev and Open Lock) and Sleight of hand (I know but it fits so well) Granted abilities: The wearer gains a +4 competence bonus to Hide, Disable Device, Move Silently, Open Lock, Sleight of hand and can use them untrained. Gain 2 extra skill points everytime they gain them (after any multiplication) but must be spent on the granted skills. Gains the ability to use Detect Secret doors a number of times per day equal to the masks or the wearers cha mod (whichever is higher). This is at a caster level equal to the chosen of mask's level. I agree with Wall for the most part... However, I know that you're going for a rogue feel... but that's a lot of skills to give out. Maybe it could be 'choose four skills from the following. They now become class skills for the Unseen.' That way you could go a social 'rogue' route, or a thief, or a B&E specialist... or whichever route you choose... you just won't be able to do it all... which is the trade off for being a Chosen of Masks emulating a rogue rather than actually being a rogue. And to clear up the extra skill points thing, you could just say that as a granted power, the Unseen gains 6 + int mod skill points per level rather than the usual 4 + int mod skill points per level. Darkness is my friend: The wearer is no longer hampered by darkness and gains Low light and Dark vision out to 60 ft. If they already possessed dark vision or gains it (through a template or a permanency spell) then it extends by 30 ft (normally to 90 ft). Low light vision doesn't have a range the same way darkvision does. Depending on the power you want to give this guy, you could say if he already has low light vision it increases to superior low light vision or it could just grant no increase at all... and for the darkvision, I think it could be cool if it started with 30' and grant a 10' increase with every tier. If one already has darkvision, their natural darkvision increase by 10' per tier. So a character without darkvision would get 30' + 10' for 40' at first level and capping out at 90' at the sixth tier... which is pretty respectable while a character with darkvision, like a dwarf with a range of 60' to start with would wind up with 120' at the sixth tier... it's not a big difference in power, and I'm a big fan of scaling abilities. Cant stop me: The wearer can make search checks above 20 to find traps and can use Disable Device to disable magic traps. I understand that this is trapfinding. Second Tier: Out of Sight: The wearer gains the ability to use Invisibility a number of times per day equal to Unseen's or the wearers Cha mod (whichever is higher). Out of mind: The wearer gains the ability to use Modify Memory a number of times per day equal to Unseen's or the wearer's Cha mod (whichever is higher) What was that?: The wearer gains the ability to use Silence a number of times per day equal to Unseen's or the wearers Cha mod (whichever is higher) Cant keep me out: The wearer gains the ability to use Knock a number of times per day equal to Unseen's or the wearers Cha mod (whichever is higher). He may activate a pseudo ethereal ability 3 times per day for 1 minute per level. He may not fly, he does not gain access to the ethereal plane, and their is no miss chance to hit him. However he may pass through unattended objects as if he were ethereal. This feels like too many abilities to me... but I could be wrong. And rather than making it stat dependent, consider maybe making it 1 per day + 1 additional time per day for every 3 levels in the chosen of masks. So when he picks up the second tier at sixth level, he's using his abilities 3 times per day, then four at third tier, then five at fourth tier, etc. Third Tier: That was close: The wearer gains evasion, and gains either Unseens or the their Cha modifier (whichever is higher) as a luck bonus on reflex saves. I see you: Unseen's wearer gains a constant see invisibility effect out to their range of their darkvision. The wearer may now see through magical darkness out to the range of his dark vision. If he studies an object for 1 hour, he can Identify it, as per the spell. Out of sight again: The wearer's invisibility ability increases to greater invisibility. and I am outta here!: the wielder gains the ability to use dimension door as a spell like ability at will. They may only transport themselves and an additional 50 pounds. He also gains 20 ft climb speed. He gains a slow fall ability as per a monk of equal level. The duration of invisibility and greater invisibility is drastically different. You may want to add greater invisibility rather than increase the duration by this amount... Slow fall is weak so I really don't have an issue with that... but I suggest limiting the dimensional door ability to 1 + 1/5 your Chosen of Masks level... good for a quick getaway or a few sneak attacks... but not both all day long. Pierce magical darkness and see invisibility... It's similiar to a warlock invocation, and the warlock could get it a little earlier I think... good. Free identify in an hour... very useful but not too quickly... I think that's pretty good. Evasion + Divine Grace ability... I like the evasion, and I know they need help to make it work for them since reflex is a weak save for the Chosen of masks, but the charisma may be too much depending on the character. I suggest something like a scaling bonus like the scout's battle fortitude. I'll look at the rest later... |
| periscope05-12-07, 01:52 PM | The reason I gave those skills is because the chosen of masks already has the social skills a rogue does. :cookie: for wall! with a big glass of chocolate milk, sly cooper 1&2 are my favorite games (havent gotten a chance to play 3 yet) The slow fall was to be able to jump from a balcony and survive. I will move it to another level however. Ill change the sneak attack, your right.. The out of sight again ability is simply an upgrade of out of sight invisibility. I converts invisibility uses to greater invisibility uses. Ill change the dimension door ability, its probably to powerful. I was basing it off the porting abilities of demons and devils. Id like to keep the Cha bonus to saves as this allows them to pull all those "rogueish" reflex saves. Though its represented differently (instead of gracefully tumbling past the decapitator out of Indiana Jones, he stumbles and it "just" grazes the top of his hair). The class skills Id like to keep (and I added search) as he still only has so many skill points (less than that of a rogue) and he still can choose to specialize in social skill (his chosen levels give him that) or the trap/stalker skills (that the mask gives him). This just encourages them to go trapfinder. I also want to know if anyone thinks there is room to add a detect hostile intent ability or uncanny dodge somewhere. Any comments on the history or any suggestions for how the mask should look? |
| Lord_Gareth05-12-07, 02:55 PM | I'm back! Hey Wall - care to update the Mask of Hate? Change it as you see necessary (it needs a sixth tier and probably some balancing for the lower tiers), but I LOVE what you did with Gareth's mask. I'll have more ideas to bounce off of you later. |
| Wall05-13-07, 10:45 AM | I'm back! Hey Wall - care to update the Mask of Hate? Change it as you see necessary (it needs a sixth tier and probably some balancing for the lower tiers), but I LOVE what you did with Gareth's mask. I'll have more ideas to bounce off of you later. Sure, I can do it. Don't it expect it quickly though, I procrastinate notoriously. :) |
| Lord_Gareth05-13-07, 11:55 AM | Alright. I also watched Aladdin again recently, and now I want to make something based off of the following quote: "ULTIMATE COSMIC POWER!!! - iiiity bitty living space." |
| periscope05-13-07, 02:00 PM | I would probably be a mask that looks like the night sky, void black with stars. |
| kaoswarrior05-14-07, 03:25 AM | Possibly a Mask that (personality-wise) cannot take over the Host, communicates freely and offers advice with a jokingly cheerful demeanor... Perhaps it was divinely crafted to balance out the power of the evil Djinni/Efreeti? |
| Demonicazura05-15-07, 02:42 PM | Hello there, I will eventually get to making a mask or two, but I was wondering why doesn't Wall put all the masks on the second post? Then maybe a chart at the beginning so that everyone can see what kind of masks have already been made and such. |
| teshen05-15-07, 04:45 PM | . . . I was wondering why doesn't Wall put all the masks on the second post? Then maybe a chart at the beginning so that everyone can see what kind of masks have already been made and such. Organizing the masks in such a fashion is a good idea. I'm guessing, however, that Wall's somewhat sporatic posting is due to real world time constraints. Mine tends to be a lack of a muse... :( |
| periscope05-15-07, 04:54 PM | Have the changes Ive made to unseen made it playable? |
| Wall05-15-07, 06:23 PM | Organizing the masks in such a fashion is a good idea. I'm guessing, however, that Wall's somewhat sporatic posting is due to real world time constraints. Mine tends to be a lack of a muse... :( I'm sorry to hear that, teshen. :( But yes, they are mostly due to time constraints; your friend Wall needs to make ends meet, unfortunately. (No worries, though. I'm the best mercenary in the area!) But yes, I'll see what I can do concerning the new masks, and maybe put up a little table of contents or something. |
| teshen05-15-07, 08:14 PM | I'm sorry to hear that, teshen. :( *shrugs* So'right. Like the tides it comes and goes. Speaking of... I've made some changes to Profane Light. I'm not done, and it's painfully overpowered as it stands... I'll balance things after I've added all the features I want to squeeze in and then scale some of the abilities back. |
| Lord_Gareth05-17-07, 09:52 PM | I declare a NEGA BUMP FROM THE TWENTY-THIRD DIMENSION! |
| Wall05-19-07, 09:25 AM | *shrugs* So'right. Like the tides it comes and goes. Speaking of... I've made some changes to Profane Light. I'm not done, and it's painfully overpowered as it stands... I'll balance things after I've added all the features I want to squeeze in and then scale some of the abilities back. That was poetic. :) But yeah, that'd be a good idea. I should probably take a look over the ready-made Masks and see if anything needs blatant fixing. I know the arcane/magic Mask is still in Tier 5 progression (and is pretty bad as-is anyway). On top of that, I should do what I said I would with the organizing. Dang. Work's coming up... why must real life interfere with my more favorite one? :D Ah well. |
| periscope05-19-07, 03:18 PM | Has anyone hear ever watched Avatar: The Last Airbender? There are two mask like things in their. Their is Zuko's Blue Spirit. Possibly sneaking, Bonus to attack rolls, twf, maybe fire powers. Then their is the Yu Yan Archers. They have a makeup pattern on which could easily be converted to a mask. Bonuses to bows, possibly 2 masks, one for precision shots (the ability to split your own arrow 4 times), and one for turing them into swiss cheese (possible flurry of blows with bows within 100 ft?). |
| teshen06-26-07, 08:56 PM | . . . why must real life interfere with my more favorite one? :D Ah well. It's because work is the curse of the drinking man... I mean the common man. :shifty: Has anyone hear ever watched Avatar: The Last Airbender? There are two mask like things in their. Their is Zuko's Blue Spirit. Possibly sneaking, Bonus to attack rolls, twf, maybe fire powers. Then their is the Yu Yan Archers. They have a makeup pattern on which could easily be converted to a mask. Bonuses to bows, possibly 2 masks, one for precision shots (the ability to split your own arrow 4 times), and one for turing them into swiss cheese (possible flurry of blows with bows within 100 ft?). Kind of... I've not seen a lot, but I think I'm familiar with the Archers... and you could probably do it with one mask... archery tends to be low on damage in dnd verses other forms of damage dealing... having an archer with all sorts of nifty arrow abilities could work. Added some flavor text to Profane Light... still need to finish it though. |
| Wall06-26-07, 09:38 PM | I really like how Profane Light is coming along, teshen. Dang, I gotta stop being so lazy and forgetful. So nothing much from me right now. How do you all think this class would fit into the published campaign settings? |
| periscope06-26-07, 10:29 PM | It's because work is the curse of the drinking man... I mean the common man. :shifty: Kind of... I've not seen a lot, but I think I'm familiar with the Archers... and you could probably do it with one mask... archery tends to be low on damage in dnd verses other forms of damage dealing... having an archer with all sorts of nifty arrow abilities could work. Added some flavor text to Profane Light... still need to finish it though. http://en.wikipedia.org/wiki/Image:YuYan5.png here is a picture of the Archers so you can get an idea of what it would look like. They are supposed to be "capable of pinning a fly to a tree from 100 yards away without killing it." Bonuses to Ranged weaponry, possibly able to add their Cha, Int, or Wis and Dex together for ranged attack and damage rolls (eventually, not right off the bat). Flurry of blows with a bow would represent all a lot of arrows at once. Another possibility would be allowing them to gain and use the Many shot feat, but the penalties are lessened (maybe half the penalties normally received, and possibly lessening them even more). Extending their range increment with bows would fit (bows, not crossbows). Low light vision and darkvision might be good (you have to see to aim, unless you plan on giving them blindsight). Order of the Bow initiate had one where if they took a certain amount of time aiming (I think it was full round action, including the shot itself) and gain an extra 5d8 damage. I think they could do it out to 60 ft. Maybe extend that to the 1st range increment? an ability to produce their own ammunition would be good. Thats all the ideas I have for now. |
| Wall06-27-07, 02:28 PM | Interesting. For as many of the episodes of that show as I've seen, I do not remember these archers. Well, if you want to base something off of them, please do. |
| periscope06-27-07, 06:31 PM | Interesting. For as many of the episodes of that show as I've seen, I do not remember these archers. Well, if you want to base something off of them, please do. Look up the blue spirit episode, it shows how effective they can be. I think its on youtube or tvlinks.com Also, I'll probably need help making it. Any other critiques of Unseen? |
| periscope06-28-07, 03:37 AM | Sorry to double post but Ive got to get this out of my system: The Archer (if you have a better name plz tell me Flavor text: later on Description: http://en.wikipedia.org/wiki/Image:YuYan5.png Personality: Granted Class Skills: Spot, Search, Listen Automatic abilities: the wearer gains proficiency with the longbow, shortbow, their composite versions, and the greatbow (see comp warrior). The wearer gains low light vision. If they already possessed it, see the rules on stacking low light vision. First Tier: The bearer begins to develop the sharpness needed for archery. The wearer gains a +2 bonus to attack and damage rolls with the longbow, shortbow, and greatbow. He also gains precise shot and point blank shot as bonus feats. Im debating whether or not to give an enhancement bonus like the warrior helm. Also, should both the "snipe 1 shot, 1 kill" and "put more holes in them than a fishing net" styles both be included, or should the wearer need to choose between them, like monks and FoB and their sub level in the PHB II? One thing I was thinking of is allowing them to ignore certain amounts of DR (with arrows only). I was thinking 2 points per tier level but that comes up to 12. Maybe have it at 2nd tier level so that it would come up to a well rounded 10. I was considering dropping search and giving them hide but I dont know. Anyone got ideas for abilities? Im too tired to think right now. |
| teshen06-28-07, 04:50 PM | Sorry to double post but Ive got to get this out of my system: Technically, it's not a double post... its a second. I sometimes write something and find I have more to say... :) I guess I'm verbose that way. The Archer (if you have a better name plz tell me Flavor text: later on Description: http://en.wikipedia.org/wiki/Image:YuYan5.png Personality: Granted Class Skills: Spot, Search, Listen Automatic abilities: the wearer gains proficiency with the longbow, shortbow, their composite versions, and the greatbow (see comp warrior). The wearer gains low light vision. If they already possessed it, see the rules on stacking low light vision. First Tier: The bearer begins to develop the sharpness needed for archery. The wearer gains a +2 bonus to attack and damage rolls with the longbow, shortbow, and greatbow. He also gains precise shot and point blank shot as bonus feats. Im debating whether or not to give an enhancement bonus like the warrior helm. Also, should both the "snipe 1 shot, 1 kill" and "put more holes in them than a fishing net" styles both be included, or should the wearer need to choose between them, like monks and FoB and their sub level in the PHB II? One thing I was thinking of is allowing them to ignore certain amounts of DR (with arrows only). I was thinking 2 points per tier level but that comes up to 12. Maybe have it at 2nd tier level so that it would come up to a well rounded 10. I was considering dropping search and giving them hide but I dont know. Anyone got ideas for abilities? Im too tired to think right now. Well, there are all kinds of feats for archery based characters... Far shot, Point blank shot, Precise shot, Shot on the Run, Rapid shot, Mounted archery, Manyshot, and the like... but if you're going for a monkish feel, then you can add things like Zen archery and give a flurry like ability with bows. You could also base abilities on pre-existing feats, like Psionic shot and Greater psionic shot, but just reinvent them a little. And the ability to ignore concealment... which I think there is a feat that does that... would work well, too. Oh... and some sort of ranged pin obviously, which I think exists in the exotic weapon master PrC. For example... Bow Familiarity: An Archer of Yu is treated as proficient with any drawn bows he uses. He may also take the following archery feats without having to meet the prerequisites: Rapid shot, Precise shot, Weapon specialization (specific bow) and Shot on the Run. Combat Archery: An Archer of Yu may fire a bow in melee without provoking an attack of opportunity. Take aim: An Archer of Yu may, with a bow, take a full round action to aim his shot. This grants an extra 1d6 damage within the first range increment of the weapon in question. This damage increases by 1d6 for every five levels the Archer of Yu has in the chosen of masks class. At level six, taking aim takes a standard action. At level twelve, it takes a move action. This is precision damage and, as such, is not effective against creatures that are immune to critical hits. (Instead of being faster, it could be useable further away, like the second ranged increment and then the third... and this is kind of a variation on the psionic shot ability) Intuitive archery: An Archer of Yu adds +1 to hit and damage with a bow for every three levels of his Chosen of Masks class up to the limit of his or his mask's wisdom modifier, which ever is higher. (Variation on Zen Archery) Flurry of arrows: An Archer of Yu may attack with a flurry of arrows at the expense of accuracy. When doing so, he may make one extra attack in a round with a bow at his highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the Archer of Yu might make before his next action. When an Archer of Yu reaches 6th level, the penalty lessens to –1, and at 9th level it disappears. An Archer of Yu must use a full attack action to strike with a flurry of arrows. When an Archer of Yu reaches 12th level, his flurry of arrows ability improves. In addition to the standard single extra attack she gets from flurry of arrows, he gets a second extra attack at his full base attack bonus. Eyes of the Falcon: An Archer of Yu's sharp eyes can distinguish fine details. As a free action, an Archer of Yu may make a spot check with a DC equal to his target's AC. If successful, he may can negate any positive size modifiers to a targets AC. He may also make a spot check with a DC equal to 15 + an additional 5 for every range increment of the bow he is wielding away a target is. If successful, he may negate half the increment penalties he would normally take. Eyes of the Owl: The Archer of Yu gains lowlight vision. If he already had lowlight vision, he instead gains superior lowlight vision. He also gains darkvision equal to 10' per chosen of mask's level. If he already had darkvision, this ability overlaps with it, or he takes the better value. Just a couple of possible ways to use your ideas... |
| periscope06-28-07, 06:53 PM | Technically, it's not a double post... its a second. I sometimes write something and find I have more to say... :) I guess I'm verbose that way. Well, there are all kinds of feats for archery based characters... Far shot, Point blank shot, Precise shot, Shot on the Run, Rapid shot, Mounted archery, Manyshot, and the like... but if you're going for a monkish feel, then you can add things like Zen archery and give a flurry like ability with bows. You could also base abilities on pre-existing feats, like Psionic shot and Greater psionic shot, but just reinvent them a little. And the ability to ignore concealment... which I think there is a feat that does that... would work well, too. Oh... and some sort of ranged pin obviously, which I think exists in the exotic weapon master PrC. For example... Bow Familiarity: An Archer of Yu is treated as proficient with any drawn bows he uses. He may also take the following archery feats without having to meet the prerequisites: Rapid shot, Precise shot, Weapon specialization (specific bow) and Shot on the Run. Combat Archery: An Archer of Yu may fire a bow in melee without provoking an attack of opportunity. Take aim: An Archer of Yu may, with a bow, take a full round action to aim his shot. This grants an extra 1d6 damage within the first range increment of the weapon in question. This damage increases by 1d6 for every five levels the Archer of Yu has in the chosen of masks class. At level six, taking aim takes a standard action. At level twelve, it takes a move action. This is precision damage and, as such, is not effective against creatures that are immune to critical hits. (Instead of being faster, it could be useable further away, like the second ranged increment and then the third... and this is kind of a variation on the psionic shot ability) Intuitive archery: An Archer of Yu adds +1 to hit and damage with a bow for every three levels of his Chosen of Masks class up to the limit of his or his mask's wisdom modifier, which ever is higher. (Variation on Zen Archery) Flurry of arrows: An Archer of Yu may attack with a flurry of arrows at the expense of accuracy. When doing so, he may make one extra attack in a round with a bow at his highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the Archer of Yu might make before his next action. When an Archer of Yu reaches 6th level, the penalty lessens to –1, and at 9th level it disappears. An Archer of Yu must use a full attack action to strike with a flurry of arrows. When an Archer of Yu reaches 12th level, his flurry of arrows ability improves. In addition to the standard single extra attack she gets from flurry of arrows, he gets a second extra attack at his full base attack bonus. Eyes of the Falcon: An Archer of Yu's sharp eyes can distinguish fine details. As a free action, an Archer of Yu may make a spot check with a DC equal to his target's AC. If successful, he may can negate any positive size modifiers to a targets AC. He may also make a spot check with a DC equal to 15 + an additional 5 for every range increment of the bow he is wielding away a target is. If successful, he may negate half the increment penalties he would normally take. Eyes of the Owl: The Archer of Yu gains lowlight vision. If he already had lowlight vision, he instead gains superior lowlight vision. He also gains darkvision equal to 10' per chosen of mask's level. If he already had darkvision, this ability overlaps with it, or he takes the better value. Just a couple of possible ways to use your ideas... well a ranged pin could work as "The archer may make a special ranged pin in place of one of his attacks this round (so she can use it in place of any attack). They must make a ranged touch attack vs an enemy to pin them to an object. If pinned, the enemy may not move (not even a 5 foot step) until they free themselves. If pinned the enemy must make a strength check vs the attack roll of the archer to free themselves as a standard action, or they may make a strength check vs the ranged attack roll of the archer -10 as a full round action" I was wondering whether they should get both flurry and snipe or should have to choose between them. For the snipe I was going to have it that they get the same as the order of the bow initiate from Complete Warrior. Basically they use a full round action to aim their weapon and fire. This gives them an extra set of d8s on top of their weapon damage to a maxium amount of 5d8 extra. This is effective against any enemy out to their first range increment. For the zen archery deal, I was thinking of letting them eventually be able to add one of their mental stats and their dex to attack rolls with bows (just attack rolls, not damage) to represent the ability to mentally compute logisitcs, just know where they will be, or just luck. Also anyone have any comments on them getting a free enhancement bonus with bows like how the warrior mask gets it with their chosen weapon? Actually I think I'll make it so that the ammunition gets the enhancement bonus, not the bows, kind of like the arcane archer. |
| I_am_an_undead10-24-07, 09:35 AM | This class is so cool I feel compeled to contribute. Here is another mask. I'm not very good at this, so there might be balance issues. THE BLACK WIDOW Neutral Evil 10 Int, 10 Wis, 20 Cha History: Once upon a time, in a small village, lived a maiden of great beauty, but also of great cruelty. Her beauty was such that many wished to marry her, and her father, desirous of having grandchildren, quickly married her to the richest of her suitors. However, the maiden was not happy with her husband and as such, decided to remove him from the mortal coil. As she became a widow, for the first time, none even suspected that such an innocent and pure looking woman such as her could have killed. The village concluded to an accident. The maiden did not weep long for her lost husband and quickly remaried, to the joy of her father and the village. However, her new husband was a jealous and violent man and the poor maiden decided she would not endure it. The villagers did not even began to become suspicious. It was not, in fact, before the death of her seventh husband that finally, that they finally snaped from their trance and realised the truth. The father tried to take the blame, but to no avail. The maiden was killed, and her corpse was hung to a tree inside an iron cage. Legends says that if you listen to the winds in the night, you can hear her screams… what no legends told is that her father, at the eve of her execution, crafted a mask, inside which the spirit of his diabolical daugther could live… eternally. Personality: The Black Widow most often act courteously, like a perfect young lady, but her soft, calm and happy demenaor hides her cold, cruel self. She sees men as nothing more than tools to further her schemes and will not be bound to one. In fact, everyone but her and her wearer are either a tool or a nuisance to eleminate. Murder is nothing but a formality for her, one she would gladly undertake. Appearance: This mask covers the upper half of the wearers face. It is a white porcelain mask representing a lady’s face. The eyelids are painted a dark mauve and a small red hourglass can be seen besides the left eye. A black silk veil falls from the top of the mask on the entire face of the wearer, in a spiderweb pattern. Automatic Class Skills: Bluff(Cha), Hide(Dex), Move silently(Dex), Craft(Poisonmaking)(Int) Automatic Abilities: The Chosen gains a +4 unnamed bonus to her bluff checks, that grows to +8 when used against males. She also gains the Poison Use ability of the assassin. First Tier: The mask’s power to seduce grows. It’s Chosen may use charm person as a spell-like ability 3/day as a sorcerer of the same level of the Chosen. Also, the chosen gains a sneak attack for +1d6 damage. Second Tier: The mask’s power to deceive grows. The Chosen may change her appearance at will, as the changeling ability Minor Change Shape. Her sneak attack becomes +2d6. Third Tier: The Chosen has gained more ability to kill, she gains the assassin’s Death attack. Her sneak attack augments to +3d6 and her charm person spell-like ability to charm monster. Fourth Tier: The masked one gains the spell-like ability suggestion 3/day and her charm monster ability may be used as mass charm monster if she so pleases. Her sneak attacks is now +4d6. Fifth Tier: The masked one now can create a poweful poison from herself. The poison takes 1d6 rounds to create, stay potent for 1 hour, is either ingested or dealt by injury and has the following characteristics: DC of 10 + ½ the Masked One’s class level + the Masked One’s highest mental modifier, initial and secondary damage 1d4 str. Her sneak attack becomes +5d6 Sixth Tier: As the Chosen attains the apotheosis of her power, the mask augments most of the powers she granted. The wearer may now have one individual she charmed become permanantly affected by the spell (she may have only one individual charmed as such. If she choose a second one, the first is freed, and probably angry at the Chosen). Her suggestion ability may be used as mass suggestion if she is so inclined. Her sneak attack augment to +6d6 and her poison grows in power: The initial damage is now paralysis and the secondary damage is 1d6 con. |
| GoukaRyuu10-30-07, 04:18 PM | Wow! I didn't know this was resurrected. A lot of good work everyone. :D |
| teshen01-24-08, 04:51 PM | :bump: I will get Profane Light finished before 4th edition... Or at least I'll try to. :shifty: |