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| Yogo03-17-08, 10:54 PM | Hi there! When Complete Scoundrel came out and I browsed through the table of contents, the first thing that hit my eyes was this lovely PrC. The Idea is so great, I was stunned. When I began to read the mechanics however, I was kind of, no, very disappointed. It sucks. Completely. So, the start of our last DnD3.5 Campaign is near, and I want to use at least the Idea of the MoMa as my personal DM-PC/NPC. I had some Ideas, here is my personal Master of Masks, critique and comments welcome. Master of Masks "How can you be yourself when you have never been someone else?" - Jule, Master of Masks Entry Requirements: Skills: Bluff 8 Ranks, Disguise 8 Ranks, Perform(act) 4 Ranks Languages: Any 4 Special: Must have successfully impersonated an individual, fooling even this person's friends. Master of Masks Hit Die: d6 BAB Fort Ref Will Special Masks known 1. +0 +0 +2 +2 Persona Masks 2 2. +1 +0 +3 +3 Skill Immersion 3 3. +1 +1 +3 +3 Mask Specialist 4 4. +2 +1 +4 +4 Many Faces(2, move) 4 5. +2 +1 +4 +4 Hidden Mask 5 6. +3 +2 +5 +5 - 5 7. +3 +2 +5 +5 Many Faces(3, swift) 6 8. +4 +2 +6 +6 Mask Specialist 6 9. +4 +3 +6 +6 Many Faces(4, immediate) 7 10. +5 +3 +7 +7 Two become One 7 Class Skills The Master of Masks has the following class skills: Bluff, Craft, Disguise, Forgery, Perform, Sleight of Hand, Speak Language. Skill Points: 2 + Int Mod Class Features The following are class features of the Master of Masks prestige class. Weapon and Armor Proficiency: The Master of Masks gains no Weapon or Armor Proficiencies. Persona Masks(Su): <as in Complete Scoundrel> Angel: As an immediate action, you can use feather fall as an spell-like ability any number of times per day, but only on yourself. Once per day as a swift action, you can use fly as a spell-like ability; the effect lasts for 1 round per Class Level. You can use this ability 2/day at 4th level, 4/day at 7th level and at will at 10th level. Your Alignment appears to be lawful good. Immersion Skills: Diplomacy, Handle Animal, Heal, Knowledge(Religion), Sense Motive Archmage: For every class Level you can add one spell to the Mask of the Archmage which must must be taken from the Wizard/Sorceror spell list and which can't have a spell level higher than half your Master of Masks level, rounded up. Once a spell is chosen you can't change it unless you caft another Mask of the Archmage which makes your old one useless. Your caster level is two plus your Master of Masks level and your spellcasting attribute is charisma. You do not gain bonus spells from high charisma. Level Spells per day 1 2 3 4 5 1 1 - - - - 2 2 - - - - 3 2 1 - - - 4 3 2 - - - 5 3 2 1 - - 6 4 3 2 - - 7 4 3 2 1 - 8 5 4 3 2 - 9 5 4 3 2 1 10 6 5 4 3 2 Your alignment appears to be chaotic good. Immersion Skills: Concentration, Decipher Script, Knowledge(arcana), Knowledge(the planes), Spellcraft Assassin: You gain the ability to deliver a sneak attack (see rogue class feature). At first level you deal 1d6 points of sneak attack damage and you get the trap finding[i] ability. Your rogueish abilities enhance as follows: 3rd level: 2d6 sneak damage and evasion. 7th level: 3d6 sneak damage and uncanny dodge. 10th level: 4d6 sneak damage and improved uncanny dodge. Your alignment appears to be chaotic neutral. Immersion Skills: Disable Device, Hide, Move Silently, Open Lock, Search [i]Demon: You gain the ability so see in darkness. You can release an eldritch blast (see warlock class feature) which deals 1d6 damage. Your eldritch blast improves as you step deeper into the Master of Masks class: 3rd level: 2d6 eldrich blast damage, 1 least invocation 7th level: 3d6 eldrich blast damage, 1 lesser invocation 10th level: 4d6 eldritch blast damage, 1 greater invocation Your chosen invocation cannot be changed unless you create a new mask of the demon. Your alignment appears to be chaotic evil. Immersion Skills: Concentration, Intimidate, Knowledge(the planes), Sense Motive, Spellcraft Dragon: You can use a breath weapon. As a standard action, you deal 1d8 points of fire damage in a 30ft. cone. You can use your breath weapon every 1d4 rounds. While you progress in the Master of Masks class, you can change the element of your breath weapon as detailed below. 3rd level: 2d8, electricity 7th level: 4d8, cold 10th level: 6d8, acid Your alignment appears to be neutral evil. Immersion Skills: Appraise, Knowledge(history), Knowledge(arcana), Spellcraft, Use magic device Faceless: You are guarded by a continous nondetection spell. The DC of the caster level check is 15 + class level. At 3rd level, you gain a +5 bonus to will saves. At 7th level, you can use true seeing once per day for 10 rounds. At 10th level, you are shielded by a continous mind blank spell with your class level as caster level. If dispelled, you can activate the ward with a standard action. Your alignment appears to be neutral. Immersion Skills: Bluff, Disguise, Hide, Knowledge(local), Sense Motive Gladiator: You gain +2 to attack and damage rolls, as well as martial weapon proficiency. You get an additional attack on a full attack. 3rd level: +3 attack/damage, fighter bonus feat 7th level: +4 attack/damage, fighter bonus feat 10th level: +5 attack damage, fighter bonus feat You must qualify for the chosen bonus feats. You can change the feats by creating a new Mask of the Gladiator, rendering the old one useless. You alignment appears to be neutral. Immersion Skills: Climb, Intimidate, Jump, Ride, Swim High Priest: You can cast domain spells from the clerics spell List. At 1st level you have access to the healing domain. You do not gain the domain power. 3rd level: protection domain 7th level: travel domain 10th level: war domain Level Spells per day 1 2 3 4 5 1 1 - - - - 2 2 - - - - 3 2 1 - - - 4 3 2 - - - 5 3 2 1 - - 6 4 3 2 - - 7 4 3 2 1 - 8 5 4 3 2 - 9 5 4 3 2 1 10 6 5 4 3 2 Your caster level is 2 + class level. Your alignment appears to be neutral good. Immersion Skills: Concentration, Heal, Knowledge(nature), Knowledge(religion), Spellcraft Jester: 1/day, you can reroll one saving throw and take the better result. You gain a luck bonus of +1 to your saving throws. 3rd level: reroll one attack roll 1/day, +1 luck bonus to ac 7th level: reroll one damage roll 1/day, +1 luck bonus to attacks. 10th level: Once per day, you can call one attack roll, skill check or saving throw a 'lucky one'. You must declare the use of this ability before the roll is done. Your roll then counts a natural 20. Your alignment appears to be chaotic neutral. Immersion Skills: Bluff, Disguise, Gather Information, Perform(oral), Tumble Lord: You gain a +2 unnamed Bonus to Charisma and Intelligence. 3rd level: 1/day identify 7th level: 1/day prayer 10th level: 1/day heroes feast Your alignment appears to be lawful neutral. Immersion Skills: Appraise, Decipher Script, Diplomacy, Gather Information, Knowledge(nobility), Knowledge(history), Speak Language Skill Immersion(Ex): While wearing a Mask, you gain a bonus of one per Master of Masks class level to the skills in the mask's description. You can always only have one skillset active, even while using Two become One. Mask Specialist(Ex): You can create a new mask in half the time (4 hours). At 8th level, once per day, you can improvise a new mask using a full-round-action only. For such an improvised mask your Master of Masks level counts as 3 levels lower. An improvised Mask dispatches after one hour. Many Faces: <see complete scoundrel> Two become One(Su): For up to 10 rounds per day, as an immediate action, you may use the bonuses of two masks simulaneously. to do: Lich mask, Savage mask, typos (i guess), overall balancing |