Dreadmasque

Most inquisitors employ subterfuge and stealth, but none more so than the Dreadmasque; so committed to the secrets of the church that they subvert their own identity behind an inscrutable, unflinching facade and place aside their personal needs for those of the faith. With the single purpose of exacting perfect judgement upon enemies of the faithful, they relentlessly pursue their own brand of justice, aiming to remain unseen until the final moment. Striking from the shadows, these holy assassins see their actions as extensions of their chosen deity’s will, and so need not justify their actions to anyone. Few creatures react with indifference to the presence of a dreadmasque, as their presence always implies that the time for talking is over, and that a heretic’s actions require an answer.

DREADMASQUE PROGRESSION

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st + 0 + 0 + 2 + 2 Mask of guises, guise’s judgement, inquisition, inscrutable mien, judgement 1/day
2nd + 1 + 0 + 3 + 3 Cunning initiative, mask aspect, track
3rd + 2 + 1 + 3 + 3 Cunning tactics, teamwork feat 1, sneak attack + 1d6
4th + 3 + 1 + 4 + 4 Judgement 2/day
5th + 3 + 1 + 4 + 4 Guise bonus feat 1, divine aspect
6th + 4 + 2 + 5 + 5 Sneak attack + 2d6
7th + 5 + 2 + 5 + 5 Lesser granted spectrum, judgement 3/day
8th + 6/ + 1 + 2 + 6 + 6 Teamwork feat 2, mask aspect
9th + 6/ + 1 + 3 + 6 + 6 Sneak attack + 3d6
10th + 7 / + 2 + 3 + 7 + 7 Duplicitous guise 1, judgement 4/day
11th + 8 / + 3 + 3 + 7 + 7 Guise bonus feat 2, advanced aspects
12th + 9 / + 4 + 4 + 8 + 8 Sneak attack + 4d6
13th + 9 / + 4 + 4 + 8 + 8 Teamwork feat 3, judgement 5/day
14th + 10 / + 5 + 4 + 9 + 9 Advanced mask aspect, greater granted spectrum
15th + 11 / + 6 / + 1 + 5 + 9 + 9 Duplicitous guise 2, sneak attack + 5d6
16th + 12 / + 7 / + 2 + 5 + 10 + 10 Judgement 6/day
17th + 12 / + 7 / + 2 + 5 + 10 + 10 Exploit weakness, advanced divine aspect
18th + 13 / + 8 / + 3 + 6 + 11 + 11 Teamwork feat 4, sneak attack + 6d6
19th + 14 / + 9 / + 4 + 6 + 11 + 11 Judgement 7/day
20th + 15 / + 10 / + 5 + 6 + 12 + 12 Final judgement, duplicitous guise 3, advanced mask aspect

Role: Dreadmasques are elusive, in both action and temperament. They employ misdirection and prefer to work from the shadows, meaning they often avoid being the focus in the crush of melee combat. They are loners and trust few creatures with their identity or the true nature of their missions, and often subvert the appropriate paths to conflict resolution in favor of one that solves a problem immediately. Combining the solo strengths of the inquisitor with the deadly precision of the rogue, a dreadmasque trades out their spellcasting abilities for a combat focus.
Alignment: Any non-good. A dreadmasque’s alignment must be within one step of his deity’s, along either the law/chaos axis or the good/evil axis.
Hit Die: d8
Alternate Classes: Inquisitor and rogue
Starting Wealth: 4d6 × 10 gp (average 140 gp)

Class Skills
The dreadmasque’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

Class Features
All of the following are class features of the dreadmasque.

Weapon and Armour Proficiency: Dreadmasques are proficient with all simple weapons, plus the bola, hand crossbow, rapier, repeating crossbow, sap, shortbow, short sword, and the favoured weapon of his deity. They are proficient with light armor, but not with shields.

Mask of Guises (Su): A dreadmasque begins play with a masterwork mask made of iron, porcelain, or wood (though mithral, adamantine, darkwood and other materials are possible; construction requires 1 lb of material). This mask forms a special bond between the dreadmasque and his deity, allowing him to assume a persona or aspect guise which is physically manifested by the mask, granting him unique powers. Once a guise is selected it is set, and cannot be changed. The dreadmasque should consider this mask sacred; his most precious possession.
The mask’s physical appearance is completely nondescript until the dreadmasque attunes it to its purpose and puts it on. Attunement requires meditation or prayer; the dreadmasque must spend 1 hour each day in quiet contemplation or supplication to his deity, the mask within reach or on his face, as part of the attunement. This ritual changes the mask according to the guise utilized by the dreadmasque, a transformation which remains active for a 24-hour period.
If the dreadmasque removes his mask or the mask is removed by another creature, it immediately reverts to an ordinary masterwork mask of its type before magic was added to it, though its powers return as soon as the dreadmasque puts it back on during that day. If not donned by the dreadmasque during that day it must be reattuned, as normal. No other creature can benefit from the powers of the mask, not even another dreadmasque of the same religion.
The mask and dreadmasque are supernaturally bonded, and the mask retains a connection to him even when separate. If another creature takes the mask, the dreadmasque to whom the mask is bonded takes a –2 penalty on Fortitude and Reflex saving throws against all effects from the creature holding his mask, as well as a –10 penalty on all saves against divination spells.
Because of the bond between them, when a dreadmasque’s mask is stolen or lost he still has a trick at his disposal to find it, despite no longer having access to its abilities. When separated from his mask, a dreadmasque gains the scry on familiar ability regarding his mask, which is able to be activated through a special ritual. This ritual requires a replacement mask as a focus and takes 10 minutes to perform. The replacement mask does not need to be masterwork, but must use materials or magical components (such as diamond dust) worth 100 gp per dreadmasque level in the ritual. As part of the ritual, the dreadmasque dons the replacement mask. This allows him to see out of his dread mask or the replacement, but he must concentrate to look from his dread mask’s point of view (using the dreadmasque’s Wisdom modifier and his dreadmasque level as the caster level in the check, modified by any effects that normally modify a concentration check to cast a spell). When looking through his dread mask remotely, he can see from it with his senses and whatever magical enhancements the mask has when attuned and worn by him, but he is not treated as if wearing it in regards the access to his guise abilities. This ritual is only active while he wears the temporary mask, and ends immediately if the dreadmasque removes it. While looking from the dread mask’s point of view, the dreadmasque is treated in all ways as if scrying from his mask. The dreadmasque is also treated as if under the find the path spell for the duration of this ritual, the spell instead showing him the path to find his mask. There is no limit to the range this ability works at, but if the mask leaves the plane, the dreadmasque cannot track it in this manner, unless he is able to determine where it went through some means and travel to whichever plane the mask was taken to.
The mask normally attaches to the dreadmasque’s face magically (though other means can be used in addition), does not hamper the dreadmasque’s perception in any way, and may be freely removed if he so chooses. A dreadmasque not wearing his mask gains none of the powers granted by his guise, or any of his other class-specific supernatural abilities.
The mask is treated like a wizard’s bonded object, and occupies the “head” magic item slot; a dreadmasque can add additional magic abilities to his mask, either by purchasing them through an NPC or crafting them himself. The magic properties of a mask of guises, including any magic abilities added to the mask, only function for the dreadmasque who it is bonded to. If a mask’s owner dies, or the mask is replaced, it reverts to being an ordinary masterwork mask.
Another creature can attempt to remove the mask. This requires a successful grapple check against the mask’s CMD. For the purpose of this check, the mask is considered to have a Strength score of 20 + 1/2 the dreadmasque’s level and is treated as a large creature.
A creature may also attempt to sunder the mask. The mask has the hardness of its material + 20 and hit points equal to one inch of its material + the dreadmasque’s level + his Wisdom modifier + 10. If it gains the broken condition or is destroyed its magic becomes inert and it is unusable until repaired. The mask can be easily removed if the dreadmasque is unconscious or dead.
If a mask is damaged, it is restored to full hit points the next time the dreadmasque attunes his mask. If the mask is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per dreadmasque level plus the cost of a masterwork mask. This ritual takes 8 hours to complete. Masks replaced in this way do not possess any of the additional enchantments of the previous mask.
A dreadmasque can designate a new or existing mask as his mask of guises. This functions in the same way as replacing a lost or destroyed mask except that the new mask retains its abilities while gaining the benefits and drawbacks of becoming a mask of guises.

The dreadmasque can choose one of the following guises for his mask to manifest at 1st level:

Beast

This crimson-hued guise is twisted in a furious expression, the face lost in a bloodlust. It focuses on brutality in place of subtlety, allowing the dreadmasque to slay heretics with a more savage hand.
Mask Aspects: assault leader (Ex), offensive defense* (Ex)APG, powerful sneak* (Ex)APG, resiliency (Ex), weapon training.
Advanced Mask Aspects: crippling strike* (Ex), hunter’s surprise (Ex)APG, deadly sneak* (Ex)APG, tactical master (Ex)RG.
Granted Judgements: Destruction, Justice, and Smiting.
Guise Bonus Feats: Ferocious Resolve (5th), Hammer the Gap (11th)
Granted Spectrum: Uncanny Dodge, Improved Uncanny Dodge

Hermit

This sage-hued guise bears a contemplative expression, the face appearing as a wise scholar’s deep in thought. It reveals some esoteric knowledge to the dreadmasque, expanding his talents into the realms of the alchemical and arcane.
Mask Aspects: major alchemy (Su)RG, major magic (Sp), minor alchemy (Su)RG, minor magic (Sp), swift poison (Ex)APG.
Advanced Mask Aspects: dispelling attack* (Su), familiar (Ex)UC, mutagen (Su)RG, quick poison (Ex)RG.
Granted Judgements: Healing, Piercing, and Resistance.
Guise Bonus Feats: Guided Hand (5th), Perfect Strike (with deity’s favoured weapon) (11th)
Granted Spectrum: Evasion, Fanatical

Infiltrator

This jet-black guise bears a subtle expression, the eyes narrowed and features muted. It allows the dreadmasque to hone his ability to go unnoticed and appear only to those he desires to confront.
Mask Aspects: ambush* (Ex)RG, fast stealth (Ex), camouflage (Ex)APG, surprise attack (Ex), undetected sabotage (Ex)ninja.
Advanced Mask Aspects: hide in plain sight (Ex)UC, improved ambush* (Ex)RG, magebane attack (Su)RG, (1), weapon snatcherUC.
Granted Judgements: Healing, Purity, and Resistance.
Guise Bonus Feats: Go Unnoticed (5th), Hellcat Pounce (11th)
Granted Spectrum: Evasion, Fanatical
(1) Magebane Attack also adds the dreadmasque’s Intelligence modifier to the concentration check’s DC

Justiciar

This pure white guise bears a severe expression, the features accusing and imperious. It cows many who the dreadmasque interacts with, establishing his divine authority through the terror of his visage.
Mask Aspects: coax information (Ex)APG, convincing lie (Ex)UC, face in the crowdBotM, hard to fool (Ex)APG, strong impressionAPG.
Advanced Mask Aspects: hard to fool (Ex)UC, slippery mind (Ex), thoughtful reexamining (Ex)APG, unwitting ally (Ex)UC.
Granted Judgements: Purity, Resiliency, and Resistance.
Guise Bonus Feats: Dazzling Display (choose one weapon this feat will work with) (5th), Shatter Defenses (with weapon chosen for Dazzling Display) (11th)
Granted Spectrum: Bane, Greater Bane

Marksman

This reflective and muted guise has the wearer’s off-eye squinted, as though the mask were taking careful aim. It is for a dreadmasque who prefers to keep his hands metaphorically clean, striking from out of sight, reach and mind.
Mask Aspects: deadly range (Ex)ninja, slow reactions* (Ex), snap shot (Ex)APG, sniper’s eye (Ex)APG, trick shot (Ex)RG.
Advanced Mask Aspects: deadly shot (Ex)ninja, (2), hamstring strike* (Ex)MM, master sniper (Ex)RG, stealthy sniper (Ex)APG.
Granted Judgements: Justice, Resistance, and Smiting.
Guise Bonus Feats: Precise Shot (5th), Improved Precise Shot (11th)
Granted Spectrum: Bane, Greater Bane
(2) Deadly Shot is based on the Deadly Shuriken ninja talent, but the dreadmasque can use any ranged attack with which he can sneak attack for this ability instead of only shuriken

Monastic

This smooth guise appears the same colour as the wearer’s skin, but has six incense burns on the forehead, and a calm and impassive expression. It is for a dreadmasque who uses his body in his crusade, and often signifies a physically formidable being.
Mask Aspects: deflect arrowsninja, pressure points* (Su)ninja, snatch arrowsninja, style masterninja, unarmed combat trainingninja.
Advanced Mask Aspects: defensive roll (Ex), knock-out blow (Ex)APG, redirect attack (Ex)APG, unarmed combat masteryninja.
Granted Judgements: Healing, Protection, and Purity.
Guise Bonus Feats: Combat Expertise (5th), Monastic Legacy (11th)
Granted Spectrum: Uncanny Dodge, Improved Uncanny Dodge

Stalker

This dull and subtle guise bears no actual features or openings upon it, completely concealing the dreadmasque’s face; arguably its most terrifying feature. It is strongly supernaturally-aspected, intended for a dreadmasque who lives in and strikes from the darkness.
Mask Aspects: darkvision (Su)ninja, ki block* (Su)ninja, (3), ki pool (Ex)UC, vanishing trick (Su)ninja, wall climber (Su)ninja
Advanced Mask Aspects: abundant step (Su)monk, evasion (Ex)ninja, invisible blade (Su)ninja, ki leech (costs 0 ki) (Sp)qinggong monk power
Granted Judgements: Destruction, Protection, and Resiliency.
Guise Bonus Feats: Dampen Presence (5th), Dark Sight (11th)
Granted Spectrum: Uncanny Dodge, Improved Uncanny Dodge
(3) Ki Block is based on the Ki Block ninja talent, but the dreadmasque uses his Wisdom modifier instead of his Charisma modifier, where noted

Guise’s Judgement (Su): A dreadmasque is an empowered agent of his faith and may pronounce judgements granted by his chosen guise. Starting at 1st level, a dreadmasque can pronounce judgement upon his foes as a swift action. Starting when the judgement is made, the dreadmasque receives a bonus or special ability based on the type of judgement made.
At 1st level, a dreadmasque can use this ability once per day. At 4th level and every three levels thereafter, the dreadmasque can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The dreadmasque must participate in the combat to gain these bonuses. If he is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until he can participate in the combat again.
When the dreadmasque uses this ability, he must select one type of judgement to make. As a swift action, he can change this judgement to another type. If the dreadmasque is evil, he receives profane bonuses instead of sacred, as appropriate. Dreadmasques worshiping neutral deities must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The dreadmasque is filled with divine wrath, gaining a + 1 sacred bonus on all weapon damage rolls. This bonus increases by + 1 for every three dreadmasque levels he possesses. This judgement is only granted to the Beast and Stalker guises.

Healing: The dreadmasque is surrounded by a healing light, gaining fast healing 1. This causes the dreadmasque to heal 1 point of damage each round as long as the dreadmasque is alive and the judgement lasts. The amount of healing increases by 1 point for every three dreadmasque levels he possesses. This judgement is only granted to the Hermit, Infiltrator, and Monastic guises.

Justice: This judgement spurs the dreadmasque to seek justice, granting a + 1 sacred bonus on all attack rolls. This bonus increases by + 1 for every five dreadmasque levels he possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits. This judgement is only granted to the Beast and Marksman guises.

Piercing: This judgement gives the dreadmasque great focus and makes his spells more potent. This benefit grants a + 1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance (if the dreadmasque doesn’t have a caster level, treat his dreadmasque level as his caster level for this ability). This bonus increases by + 1 for every three dreadmasque levels he possesses. This judgement is only granted to the Hermit guise.

Protection: The dreadmasque is surrounded by a protective aura, granting a + 1 sacred bonus to Armor Class. This bonus increases by + 1 for every five dreadmasque levels he possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the dreadmasque. This judgement is only granted to the Monastic and Stalker guises.

Purity: The dreadmasque is protected from the foul taint of his foes, gaining a + 1 sacred bonus on all saving throws. This bonus increases by + 1 for every five dreadmasque levels he possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons. This judgement is only granted to the Infiltrator, Justiciar, and Monastic guises.

Resiliency: This judgement makes the dreadmasque resistant to harm, granting DR 1/magic. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the dreadmasque’s deity’s (choose one if there are two); if his deity is neutral, the dreadmasque uses his own alignment to determine the damage reduction’s type. If he is also neutral, the dreadmasque does not receive this increase. This DR increases by 1 for every five dreadmasque levels he possesses. This judgement is only granted to the Justiciar and Stalker guises.

Resistance: The dreadmasque is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgement is declared. The protection increases by 2 for every three dreadmasque levels he possesses. This judgement is only granted to the Hermit, Infiltrator, Justiciar, and Marksman guises.

Smiting: This judgement bathes the dreadmasque’s weapons in a divine light. The dreadmasque’s weapons count as magic weapons for the purpose of overcoming damage reduction. At 7th level, his weapons are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 11th level, his weapons are also treated as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the dreadmasque’s deity’s alignments; if his deity is neutral, the dreadmasque uses his own alignment to determine the damage reduction’s type. If he is also neutral, the dreadmasque does not receive this increase. At 15th level, his weapons are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. This judgement is only granted to the Beast and Marksman guises.

The dreadmasque’s unique powers grant the following judgement as well:

Dread (Su): This judgement makes the dreadmasque’s strikes more potent, dealing + 1d6 points of precision damage on a successful melee attack or a ranged attack within sneak attack range. This damage increases by + 1 every four dreadmasque levels he possesses. At 10th level, the target is also shaken for 1 round on a successful sneak attack within this range. This judgement is granted to all dreadmasques.

Inquisition: A dreadmasque may select one inquisition from the inquisitor inquisition list which is attributed to his chosen deity.

Inscrutable Mien (Ex): Dreadmasques are skilled at deceiving and misleading their foes. A dreadmasque receives a morale bonus on all Bluff and Stealth checks equal to 1/2 his dreadmasque level (minimum + 1).

Mask Aspects (Su): The dreadmasque learns some techniques and abilities which enhance his skill with his chosen guise. At 2nd level and 8th level, the dreadmasque can choose one mask aspect from the list specified by his mask. Unless otherwise noted, a dreadmasque cannot select an individual mask aspect more than once. Any aspect’s effects based on rogue or ninja level use the dreadmasque’s class level.
Aspects marked with an asterisk add effects to a dreadmasque’s sneak attack. Only one of these aspects can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made.

Cunning Initiative (Ex): At 2nd level, a dreadmasque adds his Wisdom modifier on initiative checks, in addition to his Dexterity modifier.

Track (Ex): At 2nd level, a dreadmasque adds half his level on Survival skill checks made to follow or identify tracks.

Cunning Tactics (Ex): At 3rd level, and every five levels thereafter, the dreadmasque gains a bonus teamwork feat in addition to those gained from normal advancement. The dreadmasque must meet the prerequisites of the selected bonus teamwork feat.
All of the dreadmasque’s allies are treated as if they possessed the same bonus teamwork feats as the dreadmasque for the purpose of determining whether the dreadmasque receives a bonus from his teamwork feats.
This ability only covers teamwork feats granted by the dreadmasque class and does not extend to any other teamwork feats the dreadmasque chooses, including those from normal advancement or bonuses from other sources.
His allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the dreadmasque to receive the listed bonus.
In addition, when a dreadmasque would gain a bonus teamwork feat he may instead choose to gain an additional aspect from the divine aspect list.

Sneak Attack (Ex): At 3rd level, if a dreadmasque catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage.
The dreadmasque’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the dreadmasque flanks his target. This extra damage is 1d6 at 3rd level, and increases by 1d6 every three levels thereafter. Should the dreadmasque score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a dreadmasque can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The dreadmasque must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A dreadmasque cannot use sneak attack while striking a creature with concealment.

Divine Aspects: As a dreadmasque gains experience, his deity reveals largely unknown aspects of their power to him, allowing him to adapt this knowledge to aid him in his holy crusade. At 5th level, a dreadmasque can choose one divine aspect from the list below. Unless otherwise noted, a dreadmasque cannot select an individual aspect more than once.
Aspects marked with an asterisk add effects to a dreadmasque’s sneak attack. Only one of these aspects can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made.
Additional Judgement: The dreadmasque may select a judgement from the “guise’s judgement” list, adding it to the list of judgements he may activate while wearing his selected guise. You can select this divine aspect multiple times. Each time it is taken, you can learn another judgement which your guise doesn’t have, which you can activate when wearing it.
Additional Mask Aspect: The dreadmasque may select a mask aspect from his guise’s mask aspects list. You can select this divine aspect multiple times. Each time it is taken, you can learn another mask aspect, unless you have no more mask aspects available. You cannot learn any of your duplicitous guise’s mask aspects in this manner (see “duplicitous guise”, below).
Dread Strike* (Su): The dreadmasque’s divine wrath can be unsettling. When a dreadmasque scores a sneak attack against a target, the target must make a Will save (DC 10 + 1/2 the dreadmasque’s level + the dreadmasque’s Wisdom modifier) or become shaken for 1d4 rounds.
In addition to these divine aspects, whenever a dreadmasque may choose a divine aspect, he may select any of the following rogue talents in place of one:
bleeding attack* (Ex), canny observer (Ex)APG, combat trick, deft palm (Ex)UC, divine sneak attack (Su)CoP, (2), finesse rogue, follow clues (Ex)APG, guile pool (Ex)RG, iron guts (Ex)UC, lasting poison (Ex)APG, make it count (Ex)RG, quick disguise (Ex)APG, poison use (Ex)RG, positioning attack (Ex)APG, slow metabolism (Ex)ninja, stem the flow (Su)CoP. Any talent’s effects based on rogue or ninja level use the dreadmasque’s class level.
(2) Divine Sneak Attack is based on the Sacred Sneak Attack rogue talent, but allows the dreadmasque’s weapon to be treated as if having one of their deity’s alignments for the purpose of overcoming any alignment-based damage reduction of outsiders. Also, if the dreadmasque’s deity is good-aligned or grants the repose domain, the dreadmasque can also bypass the alignment-based damage reduction of undead. Otherwise, neutral deities cannot grant this ability.

Guise Bonus Feats (Su): The dreadmasque’s mask has properties which inherently grant two specific feats to the dreadmasque depending on the guise he chose. At 5th level, the dreadmasque gains access to the first feat listed in his guise’s “Guise Bonus Feat” section, and the second feat listed at 11th level. The dreadmasque does not need to meet the prerequisites of these feats.

Lesser Granted Spectrum: At 7th level, the dreadmasque’s deity grants a spectrum of their knowledge or power to their agent, which increases his combat prowess in dramatic ways, depending on which side of their persona he manifests. The dreadmasque gains one of the following abilities, based on his chosen guise’s spectrum:

Bane (Su): A dreadmasque granted this spectrum can imbue one of his weapons with the bane weapon special ability as a swift action. He must select one creature type when he uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the dreadmasque wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the dreadmasque before the duration expires. This ability lasts for a number of rounds per day equal to the dreadmasque’s level. These rounds do not need to be consecutive.

Evasion (Ex): A dreadmasque granted this spectrum can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the dreadmasque is wearing light armor or no armor. A helpless dreadmasque does not gain the benefit of evasion.

Uncanny Dodge (Ex): A dreadmasque granted this spectrum can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A dreadmasque with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If the dreadmasque already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Duplicitous Guise (Su): A dreadmasque specializes in being unpredictable and having versatility. At 10th level, the dreadmasque may choose to manifest a portion of another guise from the list available to him at first level, aside from the one he chose at first level. The dreadmasque only gains the powers granted by his duplicitous guise while it is active, and the mask reverts to the base guise automatically when this effect ends.
When he selects the guise to manifest with this class feature, the dreadmasque gains one of the guise’s mask aspects, one of the guise’s judgements, the guise’s 5th level bonus feat, and the guise’s lesser granted spectrum power.
If the dreadmasque already has one of the abilities the chosen guise grants, the abilities do not stack (excluding those designed to stack, such as uncanny dodge). The dreadmasque must meet the prerequisites of the abilities taken, if any, but does not need to meet the prerequisite of the guise’s bonus feat, as normal.
The dreadmasque can utilize his duplicitous guise for a number of minutes per day equal to 1/3 his dreadmasque level (rounded down). This duration does not need to be consecutive, but it must be spent in 1-minute increments. Once selected, the duplicitous guise is also set, and cannot be changed. The dreadmasque cannot select additional mask aspects from his chosen duplicitous guise with the Additional Mask Aspect divine aspect.
Manifesting a duplicitous guise requires a special ritual which takes 1 round (the guise activates at the start of the dreadmasque’s next turn). The dreadmasque must have his mask within reach or on his face to do this ritual, similar to how he attunes his base guise each day.
If conditions would normally impose a concentration check upon a spellcaster attempting to cast a spell, they likewise demand a concentration check from the dreadmasque with the same modifiers (using the dreadmasque’s Wisdom modifier and his dreadmasque level as the caster level in the check) as he attempts the ritual. Failure doesn’t waste the attempt, but the dreadmasque must start again. While attempting a second time, his mask no longer bears a manifestation, and he is treated as if not wearing it with regards to having access to his guise abilities.
At 15th level, the dreadmasque’s abilities with his duplicitous guise grow. He may choose an additional mask aspect from his guise, and one of the guise’s advanced mask aspects.
At 20th level, the dreadmasque’s duplicitous guise almost rivals his power with his base guise. He may choose an additional advanced mask aspect from his guise, the guise’s 11th level bonus feat, and the guise’s greater granted spectrum power.
Also, he may apply his duplicitous guise in a standard action instead of in 1 round, though he must still concentrate during the attempt.

Advanced Aspects: The dreadmasque’s deity teaches him more secrets, expanding the divine agent’s power. At 11th level, the dreadmasque is temporarily able to choose one aspect from either his divine aspects list or his mask aspects list.
He also adds the advanced mask aspects specified by his guise to his mask aspects pool, and adds the advanced divine aspects listed in the advanced divine aspects section to the divine aspects pool he can select from. He can choose only one aspect from either expanded source at this level, barring those unable to be taken more than once or which he does not meet the prerequisites for, as normal.

Advanced Divine Aspects: As the dreadmasque gains power, so also does he gain knowledge of the path his deity has set before him. Starting at 11th level, the dreadmasque adds the following list of advanced divine aspects to his available list of divine aspects. He can select an aspect from his expanded divine aspects list at 17th level. Unless otherwise noted, a dreadmasque cannot select an individual aspect more than once.
Aspects marked with an asterisk add effects to a dreadmasque’s sneak attack. Only one of these aspects can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made.
Greater Dread Strike* (Su): The dreadmasque’s dread strike aspect grows in power. The DC of a dread strike increases by + 2, and if the target fails their saving throw, it becomes frightened for 1d4 rounds. At 15th level, if the target fails the saving throw, it becomes panicked for 1d4 rounds.
Ordained Assassination* (Ex): A dreadmasque with this advanced divine aspect can kill foes that are unable to defend themselves. To attempt an ordained assassination against a target, the dreadmasque must first study his target for 1 round as a full-round action. On the following round, if the dreadmasque makes a sneak attack against the target and the target is denied its Dexterity bonus to AC, the sneak attack has the additional effect of possibly killing the target. This attempt automatically fails if the target recognizes the dreadmasque as an enemy. If the sneak attack is successful and the target of this attack fails a Fortitude save, it dies. The DC of this save is equal to 10 + 1/2 the dreadmasque’s level + the dreadmasque’s Wisdom modifier. If the save is successful, the target still takes the sneak attack damage as normal, but it is immune to that dreadmasque’s ordained assassination ability for 1 day.
Shadow Blink (Su): The dreadmasque’s connection with his patron allows him to use the darkness to aid him, at a cost of some mental fatigue. You can expend two uses of guile as a move action to use dimension door as a supernatural ability, with your dreadmasque level as your caster level. Your start and end locations for this ability must be in dim light or darkness. You must have the guile pool divine aspect to select this advanced divine aspect.
Tengu Sword Trance (Ex): As listed here, though the dreadmasque uses his class level in place of rogue level where noted, and must meet all other prerequisites, as normal, though his advanced aspects class feature counts as having the advanced rogue talents class feature in terms of meeting that prerequisite.
In addition to these advanced divine aspects, a dreadmasque may select any of the following advanced ninja or rogue talents in place of an advanced divine aspect:
advantageous enfilade (Ex)RG, another day (Ex)APG, astonishing guile (Ex)RG, confounding blades* (Ex)UC, deadly cocktail (Ex)APG, entanglement of blades* (Ex)UC, feat, impressive guile (Ex)RG, master of disguise (Ex)APG, opportunist (Ex), skill mastery. Any aspect’s effects based on rogue or ninja level use the dreadmasque’s class level.

Advanced Mask Aspects (Su): Starting at 11th level, the dreadmasque adds his guise’s advanced mask aspects list to his available list of mask aspects. He can select an aspect from his expanded mask aspects list at 14th and 20th level. Unless otherwise noted, a dreadmasque cannot select an individual mask aspect more than once. Any aspect’s effects based on rogue or ninja level use the dreadmasque’s class level.

Greater Granted Spectrum: At 14th level, the dreadmasque’s deity grants even greater understanding or powers to their favoured agent. The dreadmasque gains one of the following abilities, based on his chosen guise’s spectrum:

Greater Bane (Su): Whenever a dreadmasque uses his bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.

Fanatical (Ex): The dreadmasque’s honed sense of purpose allows him to shrug off certain mental attacks. If he makes a Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely, and takes only half damage on a failed save. This spectrum ability can only be used if the dreadmasque is wearing light armor or no armor. A helpless dreadmasque does not gain the benefit of the Fanatical ability.

Improved Uncanny Dodge (Ex): A dreadmasque with this ability can no longer be flanked. This spectrum ability denies an attacker with the sneak attack ability the opportunity to sneak attack the dreadmasque by flanking him, unless the attacker has at least four more levels in a class that grants sneak attack than the dreadmasque has in levels that grant uncanny dodge. Classes which grant uncanny dodge stack to determine the level required to flank the dreadmasque.

Exploit Weakness (Ex): At 17th level, the dreadmasque learns to take advantage of any opportunity that presents itself. Whenever the dreadmasque scores a critical hit, he ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the dreadmasque deals energy damage to a creature with vulnerability to that energy type, he deals + 1 point of damage per die rolled.

Final Judgement (Su): At 20th level, a dreadmasque can call a final judgement down upon a foe during combat. Whenever a dreadmasque uses his judgements granted by his guise’s judgement ability, the dreadmasque can invoke final judgement on a foe as a swift action. Once declared, the dreadmasque can make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals double his sneak attack damage and the target must make a Will save or become frightened for 2d6 rounds. The DC of this save is equal to 10 + 1/2 the dreadmasque’s level + the dreadmasque’s Wisdom modifier. If successful the creature is shaken for 2 rounds. Regardless of whether or not the save is made, the creature is immune to the final judgement ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds.

Dreadmasque

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