Dreadmasque (Alternate RoundTable Proposal)

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 20-LEVEL PROGRESSION
Level Base Attack Bonus                    Fort Save Ref Save Will Save Special                                            
1st + 0 + 0 + 2 + 2 Mask of guises, unbreakable bond, divine instrument, guise’s judgement, granted spectrum, inquisition, judgement 1/day
2nd + 1 + 0 + 3 + 3 Inscrutable mien, vigilant mind
3rd + 2 + 1 + 3 + 3 Track, sneak attack + 1d6
4th + 3 + 1 + 4 + 4 Mask aspect, judgement 2/day
5th + 3 + 1 + 4 + 4 Guise bonus feat 1
6th + 4 + 2 + 5 + 5 Divine aspect, sneak attack + 2d6
7th + 5 + 2 + 5 + 5 Judgement 3/day
8th + 6 / + 1 + 2 + 6 + 6 Mask aspect
9th + 6 / + 1 + 3 + 6 + 6 Duplicitous guise, Sneak attack + 3d6
10th + 7 / + 2 + 3 + 7 + 7 Advanced aspects, divine aspect, judgement 4/day
11th + 8 / + 3 + 3 + 7 + 7 Swift tracker, guise bonus feat 2
12th + 9 / + 4 + 4 + 8 + 8 Mask aspect, sneak attack + 4d6
13th + 9 / + 4 + 4 + 8 + 8 Impervious bond, judgement 5/day
14th + 10 / + 5 + 4 + 9 + 9 Improved duplicitous guise, divine aspect
15th + 11 / + 6 / + 1 + 5 + 9 + 9 Sneak attack + 5d6
16th + 12 / + 7 / + 2 + 5 + 10 + 10 Mask aspect, Judgement 6/day
17th + 12 / + 7 / + 2 + 5 + 10 + 10 Tireless bond
18th + 13 / + 8 / + 3 + 6 + 11 + 11 Divine aspect, sneak attack + 6d6
19th + 14 / + 9 / + 4 + 6 + 11 + 11 Greater duplicitous guise, judgement 7/day
20th + 15 / + 10 / + 5 + 6 + 12 + 12 Final judgement, 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
Parent Classes: Inquisitor and rogue; a dreadmasque is treated as a rogue or inquisitor of his dreadmasque level for any feats or abilities requiring levels of either parent class.
Starting Wealth: 4d6 × 10 gp (average 140 gp)

Class Skills                                                                                                                                                                           

The dreadmasque’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), 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 Armor 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 physically and magically according to the guise utilized by the dreadmasque, a transformation which remains active for a 24-hour period.

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 determined by his attuned guise, his granted spectrum powers, or any of his class-specific supernatural or spell-like abilities tied to the mask.

Another creature can attempt to remove or destroy the mask to deprive the dreadmasque of his powers. The attuned mask is treated as an item fastened to the dreadmasque with regards to a Steal combat maneuver attempt, and has the hardness of its material + 10 and hit points equal to one inch of its material + the dreadmasque’s level + his Wisdom modifier. If a mask is damaged, it is restored to full hit points the next time the dreadmasque attunes his mask, though if the mask gains the broken condition or is destroyed, its magic becomes inert and it is unusable until repaired.

Following an attunement, the mask retains its supernatural hardness and hit points for the entire 24 hours, whether or not it is on the dreadmasque’s face, though all other magical and supernatural powers it possesses and imparts are suppressed if the mask is not worn. No other creature can benefit from the powers or added magic abilities of the mask, not even another dreadmasque of the same religion. The powers return to the dreadmasque as soon as he puts the mask back on, but if 24 hours pass since the last attunement, it reverts to an ordinary masterwork mask and must be reattuned, as normal.

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 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. If a mask’s owner dies, or the mask is replaced, it reverts to being an ordinary masterwork mask.

The dreadmasque must choose one of the following guises for his mask to manifest when attuned 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), Bull Rush Strike (11th)
Granted Spectrum: Fanatic

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: Evasive

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: Evasive

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: Vicious

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)(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: Vicious

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), Befuddling Strike (11th)
Granted Spectrum: Evasive

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(3): darkvision (Su)ninja, ki block* (Su)ninja, (4), 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: Fanatic

Unbreakable Bond: The most obvious weak point for a dreadmasque is always his mask; without it, he loses much of his appointed power. To defend against this, starting at 1st level the dreadmasque is able to, as a free action, become a source for his deity’s power instead of simply a conduit, and is able to treat his mask of guises class ability as an extraordinary (Ex) ability instead of a supernatural (Su) ability, allowing him to use his dread mask (but not any supernatural or spell-like abilities its guises may grant) within an antimagic field or similar method of magical suppression that would otherwise prevent him from using it; this allows him to use many of the abilities granted by his mask which are not magical but are still granted through his bond with his deity (such as his guise bonus feats).

The dreadmasque must have his mask aspected and on his face to activate this ability, and while he is empowered with the unbreakable bond his mask is nearly indestructible: it gains SR equal to 11 + twice the dreadmasque’s level, becomes immune to all types of energy damage, cannot be removed from his face unless he or his deity allow it, and is treated as a lesser artifact, only being destroyed or damaged in this state if the dreadmasque’s deity personally allows it. The dreadmasque must be capable of action to activate this ability: he cannot do so if he is dead, paralyzed, stunned, knocked unconscious, or otherwise prevented from acting.

If the dreadmasque’s mask is targeted by an effect which he would have been able to use this ability to avoid but could not anticipate or defend in advance against (such as a targeted dispel magic effect against his mask, cast by a foe on their turn), his deity can instead activate this ability for him as an immediate action, though such a use strains the bond and the dreadmasque’s body.

The dreadmasque can use the unbreakable bond once every 24 hours, the use of which is renewed as part of his ritual to attune his mask. The bond lasts for a number of rounds equal to 1/2 his dreadmasque level + his Wisdom modifier (minimum 1). These rounds must be used consecutively; once the dreadmasque activates his unbreakable bond, it remains active until the duration expires (he can choose to deactivate it himself at any point, as a free action).

This supernatural empowerment of his body is physically draining, and the dreadmasque is fatigued after using the unbreakable bond for a number of rounds equal to the number of rounds spent with it active. If the unbreakable bond was activated as an immediate action, each round it remains active is treated as two rounds of use, and the dreadmasque is instead exhausted for a number of rounds equal to the number of rounds used, after which he is fatigued until he rests.

Divine Instrument (Su): The dread mask is a supernatural conduit to the powers of the dreadmasque’s deity when attuned, and the mask retains a connection to the dreadmasque even when they are separated from each other. While this is normally beneficial, 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, and the mask is treated as a part of the dreadmasque’s body when used in a scrying spell against the dreadmasque.

A dreadmasque gains the scry on familiar ability (treating his mask as the familiar) if they are separated, which is able to be activated through a special ritual requiring a replacement mask as a focus. The replacement mask does not need to be masterwork, but the dreadmasque must use materials or magical components (such as diamond dust) worth 100 gp per dreadmasque level in the ritual. This ritual takes 10 minutes to perform, and the dreadmasque must concentrate on it for the entire duration.

Upon completing the ritual, the dreadmasque dons the replacement mask. While the replacement mask has none of his dread mask’s abilities or magical powers, it is his conduit to scrying on his mask. The dreadmasque must concentrate to scry from his dread mask’s point of view through his replacement mask, 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. While scrying from the dread mask’s point of view remotely, the dreadmasque 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 to access to his guise abilities or any magical abilities the mask grants.

The dreadmasque is also treated as if under the find the path spell for the duration of this ritual, gaining a path leading to his dread mask which he can see whenever he is not scrying on it. 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, though he may still scry from it. He may pick up the trail if he is able to determine where it went through some means and travel to whichever plane the mask was taken to.

The replacement mask remains magically empowered by this ritual for a number of days equal to the dreadmasque’s level, though only while he wears it. The ritual ends immediately if the dreadmasque removes the replacement mask.

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 from those granted to him by his specific guise. 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, and similarly affects any other dreadmasque abilities which grant a sacred bonus.

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: 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 dreadmasque may choose to make their target become shaken for 1 round on a successful sneak attack within this range (this ability adds an effect to the dreadmasque’s sneak attack; only one such effect can be applied to an individual attack and the decision must be made before the attack roll is made).

This judgement is granted to all dreadmasques.

Granted Spectrum: 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 divine persona he manifests. The following abilities are granted to a dreadmasque at the specific levels noted if his manifested guise grants the spectrum which they are part of. Unless the spectrum ability specifies a duration, the dreadmasque is assumed to always have the ability while wearing his guise-aspected mask:

Studied Target (Ex): At 1st level, a dreadmasque gains the slayer’s studied target class feature, though the dreadmasque cannot study a target as an immediate action upon successfully dealing sneak attack damage to them, and the DCs of dreadmasque abilities do not increase against his studied target.

This ability is only granted to guises with the Vicious spectrum.

Evasion (Ex): At 3rd level, a dreadmasque 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.

This ability is only granted to guises with the Evasive spectrum.

Fanatical (Ex): At 3rd level, a dreadmasque has a honed sense of purpose, which allows him to shrug off certain mental attacks. Whenever the dreadmasque fails a Will saving throw against an effect with a duration greater than 1 round, he can attempt another saving throw at the end of the second round of the effect. If he makes this saving throw, it has the same effect as if he had made the original save (negating part or all of the effect).

This ability is only granted to guises with the Fanatic spectrum.

Uncanny Dodge (Ex): At 7th level, a dreadmasque 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.

This ability is only granted to guises with either the Evasive or Fanatic spectrums.

Bane (Su): At 7th level, a dreadmasque 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.

This ability is only granted to guises with the Vicious spectrum.

Improved Uncanny Dodge (Ex): At 10th level, a dreadmasque 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 of a class that grants uncanny dodge. Classes which grant uncanny dodge stack to determine the level required to flank the dreadmasque.

This ability is only granted to guises with either the Evasive or Fanatic spectrums.

Improved Evasion (Ex): At 14th level, a dreadmasque is nearly impossible to affect with magical or unusual attacks. This ability works like evasion, except that while the dreadmasque still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save.

This ability is only granted to guises with the Evasive spectrum.

Improved Fanatical (Ex): At 14th level, a dreadmasque is a blind adherent to his faith, ignoring all attempts to cloud his path. Whenever the dreadmasque must attempt a Will saving throw against an effect with a duration greater than 1 round, he is unaffected for the first round, whether or not he succeeds on the saving throw. If he succeeded in the save against the effect, he can also ignore any effects which activate on a successful save for that round, such as the 1-round minimum duration of a witch’s evil eye hex; he is still considered “affected” by the effect though, meaning the witch could affect him with her cackle hex, extending the duration of the effect of her evil eye hex to include him in the following round.

If he failed the first round’s Will saving throw, he can attempt another saving throw at the end of the second round of the effect. If he succeeds on this saving throw, it has the same effect as if he had made the original save (negating part or all of the effect), but he cannot ignore effects which activate on a successful saving throw.

The effect’s duration is reduced by the delay despite it not affecting the dreadmasque, but if the duration is adjusted to 1 round or shorter, the dreadmasque is still affected for 1 round on a second failed Will saving throw against the effect. This ability alters the fanatical ability.

This ability is only granted to guises with the Fanatic spectrum.

Greater Bane (Su): At 14th level, 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.

This ability is only granted to guises with the Vicious spectrum.

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. At 2nd level, a dreadmasque receives a morale bonus on all Bluff and Stealth checks equal to 1/2 his dreadmasque level (minimum + 1).

Vigilant Mind (Ex): At 2nd level, when wearing light or no armor, a dreadmasque adds 1 point of Wisdom bonus (if any) per dreadmasque class level to his Dexterity bonus on initiative checks.

Track (Ex): At 3rd level, a dreadmasque adds 1/3 his class level (minimum 1) to Survival skill checks made to follow tracks.

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 Armor Class (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.

Mask Aspects: The dreadmasque learns some techniques and abilities which enhance his skill with his chosen guise. At 4th level and every 4 levels thereafter, the dreadmasque can choose one mask aspect from the list specified by his mask. Unless otherwise noted in the mask aspect’s description, 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.

Supernatural (Su) and spell-like (Sp) aspects require the dreadmasque to be wearing his guise-manifested mask to use them, but extraordinary (Ex) aspects are able to be used even while the dreadmasque is not wearing his mask.

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.

Guise Bonus Feats: 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.

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 6th level and every 4 levels thereafter, a dreadmasque can choose one divine aspect from the list (listed at the bottom of the page; divine aspects section). Unless otherwise noted in the description, a dreadmasque cannot select an individual divine aspect more than once. Any aspect’s effects based on rogue or ninja level use the dreadmasque’s class level.

Supernatural (Su) and spell-like (Sp) aspects require the dreadmasque to be wearing his guise-manifested mask to use them, but extraordinary (Ex) aspects are able to be used even while the dreadmasque is not wearing his mask.

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.

Duplicitous Guise (Su): A dreadmasque specializes in being unpredictable and having versatility. At 9th level, the dreadmasque may choose to manifest a portion of another guise from the list available to him at first level, adding its powers to those of the guise he chose at first level. The dreadmasque only gains the powers granted by his duplicitous guise while the duplicitous guise ability is active; 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, and the guise’s 5th level bonus feat.
If the dreadmasque already has one of the abilities the chosen guise grants, the abilities do not stack (unless specified otherwise). 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 rounds per day equal to his dreadmasque level. These rounds do not need to be consecutive, and this ability may be ended as a free action. Once selected, the duplicitous guise and the abilities it grants are also set, and cannot be changed until 14th or 19th level. 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 a full-round action. 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. This action doesn’t provoke attacks of opportunity.

Advanced Aspects: The dreadmasque’s deity teaches him more secrets, expanding the divine agent’s power. At 10th level, the dreadmasque 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.

Swift Tracker (Ex): At 11th level, a dreadmasque can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. When moving at up to twice his normal speed while tracking, he takes only a –10 penalty instead of the normal –20.

Impervious Bond: At 13th level, the unbreakable bond’s power grows. Magical enhancements added to the dreadmasque’s mask of guises which affect only him are also not suppressed while his unbreakable bond is active, and continue to affect the dreadmasque as normal within an antimagic field or similar method of magical suppression that would otherwise prevent them from being active (though any magical enhancements on his mask that affect other creatures are unable to do so within such conditions, as normal).
Further, he can use his unbreakable bond twice per attunement of his mask.

Improved Duplicitous Guise: At 14th level, the dreadmasque’s abilities with his duplicitous guise grow. The dreadmasque may re-choose his duplicitous guise’s abilities or which duplicitous guise he wishes to manifest if he so desires at this point; once selected, the duplicitous guise and the abilities it grants are again set, and cannot be changed until 19th level.

The duplicitous guise also gains an additional mask aspect, one of its advanced mask aspects, and its granted spectrum, using his dreadmasque level –5 to determine which spectrum abilities he gains access to, and their power. Finally, the dreadmasque may apply his duplicitous guise in a standard action instead of a full-round action, though he must still concentrate during the attempt.

Tireless Bond (Ex): At 17th level, the dreadmasque is no longer fatigued by his use of the unbreakable bond, and if it is activated as an immediate action, he is only fatigued for the number of rounds used.

Greater Duplicitous Guise: At 19th level, the dreadmasque’s duplicitous guise almost rivals his power with his base guise. The dreadmasque may re-choose his duplicitous guise’s abilities or which duplicitous guise he wishes to manifest if he so desires at this point; once selected, the duplicitous guise and the abilities it grants are again set, and cannot be changed.

The duplicitous guise also gains an additional advanced mask aspect, and gains its 11th level bonus feat. Finally, the dreadmasque may apply his duplicitous guise in a move action instead of a standard action, though he must still concentrate during the attempt.

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 attack against the target (if a ranged attack, the foe must be within sneak attack range). 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 the saving throw is successful, the creature is shaken for 2 rounds. Regardless of whether or not the save is made, the creature is immune to that dreadmasque’s final judgement ability for 1 day. Once this ability has been used, it cannot be used again for 1d4 rounds.

Ex-Dreadmasques

A dreadmasque who changes to a prohibited alignment or who willfully commits a heretical act against his deity or their tenets loses the unbreakable bond class feature and all supernatural abilities granted by the dreadmasque class, including any of his inquisition’s supernatural abilities, the use of his mask of guises, and the abilities it grants or augments. He may not progress any further in levels as a dreadmasque and, if guilty of heresy, may even be hunted down by other dreadmasques of his faith for his actions, at the decision of his faith’s leadership or his deity (depending on whether his heresy was publicly known or not, respectively). He regains his abilities and advancement potential if he atones for his violations, as appropriate.


DIVINE ASPECTS

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 while 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).

Armor Gap (Ex): The dreadmasque watches his opponent for his opening, striking where he detects weakness. As a swift action, you can expend 1 guile pool point when making a single melee or ranged attack with a weapon to make the attack a melee or ranged touch attack instead, respectively. If a ranged touch attack, the target must be within the dreadmasque’s sneak attack range or the weapon’s first range increment, whichever is lower. This attack is not considered a sneak attack unless the target meets the requirements for one. You must have the guile pool divine aspect or a ki pool to select this divine aspect.

Cunning Tactician (Ex): The dreadmasque learns to work in concert with his allies, and can use their movements to grant himself greater strength. The dreadmasque gains a bonus teamwork feat which he must meet the prerequisites for. As a move action, the dreadmasque may treat an ally as though they possess the same teamwork feats as the dreadmasque for the purpose of determining whether the dreadmasque receives a bonus from his teamwork feats.
The dreadmasque may only maintain this focus on one ally at a time; the choice remains in effect until either the combat is finished or the dreadmasque releases it. At 5th, 10th, 15th, and 20th levels, the dreadmasque may select an additional ally at the same time. The dreadmasque may discard this focus on an ally as a free action, allowing him to select another ally instead.
The dreadmasque’s 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, once per level the dreadmasque may learn a new bonus teamwork feat in place of the bonus teamwork feat he has selected with this ability. In effect, the dreadmasque loses the bonus feat in exchange for the new one. The old teamwork feat cannot be one that was used as a prerequisite for another feat or ability. The dreadmasque can exchange his teamwork feat taken from the tactical genius advanced divine aspect in the same way.

Divinely Defended (Su): The dreadmasque’s bond to his deity is protected from both ends. While wearing his mask, the dreadmasque gains a sacred bonus to any saving throws he makes for his mask against spells or abilities targeting it and to his CMD against Sunder and Steal combat maneuvers directed against his mask equal to 1/2 his dreadmasque level.

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. Regardless of whether or not the save is made, the creature is immune to that dreadmasque’s dread strike ability for 1 day.

Trapfinding: The dreadmasque gains Disable Device as a class skill. The dreadmasque also gains the trapfinding rogue ability.

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, (5), 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.

ADVANCED DIVINE ASPECTS

Greater Armor Gap (Ex): As long the dreadmasque has at least 1 guile pool point, he can as a full-round action make a single melee or ranged attack against his target’s touch AC. This attack must qualify as an armor gap attack, but is not considered a sneak attack unless the target meets the requirements for one. You can expend 2 guile pool points as a swift action as part of using this ability to cause the target to be flat-footed against this attack, as well. You must have the guile pool divine aspect or a ki pool and the armor gap divine aspect to select this advanced divine aspect.

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. Regardless of whether or not the save is made, the creature is immune to that dreadmasque’s dread strike ability for 1d4 rounds. You must have the dread strike divine aspect to select this advanced divine aspect.

Hand of Retribution (Ex): The dreadmasque has trained himself to protect his conduit to his deity. The dreadmasque can make a retributive attack as an attack of opportunity against a foe who has failed a Steal maneuver intended to take his mask, provided he is aware of their presence and is able to take the attack of opportunity. This ability doesn’t interrupt, prevent, or penalize the Steal combat maneuver’s roll: it is triggered separately by the attempt failing.
At 15th level, creatures always provoke attacks of opportunity for attempting to Steal, Sunder, or magically suppress the abilities of the dreadmasque’s mask, even if the creature has abilities or class features which prevent attacks of opportunity for the attempt (such as the Improved Steal feat) or don’t normally provoke an attack of opportunity for their action (such as casting dispel magic defensively (targeting his mask) while threatened by the dreadmasque). This attack of opportunity is triggered by a different event than the retributive strike; both can be attempted in the same round if the dreadmasque is able to make multiple attacks of opportunity in a round. You must have the divinely defended divine aspect to select this advanced divine aspect.

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 saving throw 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 2 guile pool points 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, and you cannot bring other creatures with you when using this ability. This ability counts as having the monk’s abundant step class feature for the purpose of qualifying for feats. You must have the guile pool divine aspect or a ki pool to select this advanced divine aspect.

Tactical Genius (Ex): The dreadmasque’s tactical acumen is staggering, and he gains an additional bonus teamwork feat which he must meet the prerequisites for, as with the cunning tactician divine aspect.
Further, the dreadmasque may discuss tactics with his fellow adventurers once per day for 10 minutes, choosing a number of the dreadmasque’s known teamwork feats equal to his Wisdom modifier as the topic. At any point in the next 24 hours, as a move action the dreadmasque may signal his allies with a designated trigger, granting the use of one of the discussed teamwork feats to all allies who were involved with the tactical discussion and were able to see or hear the trigger for that specific teamwork feat. Allies retain the use of this bonus feat for 3 rounds plus a number of rounds equal to the dreadmasque’s Wisdom bonus (minimum 0). The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat in order to receive the listed bonuses, but they do not need to meet the prerequisites of the bonus feat.
Each discussed teamwork feat may only be triggered once per day. You must have the cunning tactician divine aspect to select this advanced divine aspect.

Tengu Sword Trance (Ex): As listed under the heading Tengu Sword Trance in the RoundTable wiki, though the dreadmasque treats his advanced aspects class feature as the advanced rogue talents class feature. The dreadmasque must meet all other prerequisites, as normal.

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.


NOTES
(1) Magebane Attack: Through a combination of pain and distraction, an infiltrator dreadmasque with this talent can make it hard for spellcasters he hits to use their magic. For one round after the infiltrator deals sneak attack damage to an enemy, that enemy must make a concentration check or lose any spell or spell-like ability it attempts to cast. The DC of the concentration check is equal to 10 + the spell’s level + twice the number of sneak attack dice the dreadmasque possesses + the dreadmasque’s Intelligence modifier.

(2) Deadly Shot (Su): As a full-round action, a marksman dreadmasque with this mask aspect can take careful aim and pool all of his attack potential into a single, deadly ranged attack. This attack is only possible when within range to also qualify as a sneak attack, but it does not count as an ability which modifies the dreadmasque’s sneak attack (meaning he can modify the Deadly Shot, as well). The marksman makes as many attack rolls as he can, based on his base attack bonus. He makes the attack rolls in order from highest bonus to lowest, as if he were making a full attack. If any of the attack rolls hit the target, the attack hits. For each additional successful attack roll beyond the first, the marksman increases the damage by 1d6. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this mask aspect. If one or more rolls are critical threats, he confirms the critical once using his highest base attack bonus –5. For each critical threat beyond the first, he reduces this penalty by 1 (to a maximum of 0).

(3) Any aspect powers granted by the stalker guise requiring a ki pool require the dreadmasque to either have the ki pool rogue talent (granted as a mask aspect to the stalker guise) or the guile pool rogue talent (available as a divine aspect).

(4) Ki Block* (Su): A stalker dreadmasque with this mask aspect can prevent a creature from using its ki pool. Whenever the stalker deals sneak attack damage, the target must make a Will save or be unable to spend any points from its ki pool for a number of rounds equal to the stalker’s Wisdom modifier. The DC of this save is 10 + 1/2 the dreadmasque’s level + the dreadmasque’s Wisdom modifier. The number of points in the target’s ki pool is unaffected, and abilities that do not require the subject to spend ki still function.

(5) Divine Sneak Attack: When making a sneak attack, the dreadmasque’s sneak attack damage is considered to have one of his deity’s alignments (chosen upon aligning his mask during his daily ritual, if more than one option is available) for the purpose of overcoming damage reduction. Normal weapon damage is unaffected for this attack.


^ ARCHETYPE IDEAS
- give Inquisitor spells back
- expand the “mask is missing, remotely looking through it” ability: your mask is ethereal, and you are treated as if remotely viewing it at all times, and are able to see ghosts and stuff as if that’s normal. This allows you to see into the etheric plane or wherever, and you are effectively blind and deaf on the material plane. You are basically Zatoichi the blind swordsman; your only sensory information is smell, touch, and vibration.
You gain blindsight out to a range of 5 ft + 5 ft/2 levels, blindsense out an additional 10 feet, and the scent ability.
You gain the Blind Fight and Gloom Strike feats at level 1 without needing to meet the prerequisites, the Shadow Strike feat at level 3, the Improved Blind Fight and Smell Fear feats at level 5 without needing to meet the prerequisites, the Blinding Sneak Attack feat at level 6 without needing to meet the prerequisites (and can use it in any magical or non-magical area of dark or darker lighting conditions) and Greater Blind Fight at level 9.
You count as having the “darkvision or low-light vision” prerequisite of the Moonlight Stalker feat tree, the “worship Norgorber/an evil god” prerequisite of the Shadow Dodge feat, and the “kobold” racial prerequisite of the Merciless Precision feat.
Your vibration sense gives you -10 penalty on perception regarding hearing which reduces by 1 every dreadmasque level, you cannot make sight-based perception checks, and have the scent ability, with all of the advantages and disadvantages that come from that sense. Also, you are treated as if using locate weakness with melee weapons at some level, and possibly gain the ability to detect creatures, as per the nosoi. Possibly combine this one with the spells.

Dreadmasque (Alternate RoundTable Proposal)

Characters on hold The_Social_Moth