Dreadmasque (Inquisitor/Bard)

Life is a performance; and in this performance, we all wear masks of various kinds and to varying degrees, whether social, professional, emotional or spiritual. Dreadmasques are versed in the performance of life, training either under a learned master or in a troupe to better express the essential archetypes of a life of vagaries and hardship, peril and pain, joy and abandon. When wearing her wyrd mask the dreadmasque taps into the archetypal roles of heroes and villains of yore, accessing their power and utilizing their numerous capabilities. In this performance, the dreadmasque is the mistress of the power of myth. (Original Concept by Oceanshieldwolf)

Primary Class: Inquisitor.

Secondary Class: Bard.

Alignment: Any.

Hit Dice: d8.

Bonus Skills and Ranks: The dreadmasque may select three bard skills to add to her class skills in addition to the normal inquisitor class skills. The dreadmasque gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The dreadmasque is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, rapier, shortbow, and short sword. He is also proficient with light armor and with shields (except tower shields).

Inscrutable Mien (Ex): Dreadmasques are skilled at deceiving and misleading their foes. A dreadmasque receives a morale bonus on all Bluff and Disguise checks equal to 1/2 her dreadmasque level (minimum +1). This ability replaces stern gaze.

Mask (Su): A dreadmasque begins play with a masterwork mask, often made of iron, porcelain, wood, or similar material. This mask forms a special bond between the dreadmasque and the power of myth and mystery, allowing her to enact an eldritch masquerade and assume a variety of personas or guises (see Guise). The mask’s physical appearance changes according to the guise that is currently in effect, but it always appears as some sort of visage or facial covering.

The mask remains attached to the dreadmasque’s face, but can be freely removed by the dreadmasque. The mask does not hamper the dreadmasque’s vision or perception in any way. Another creature can attempt to remove the mask if it makes a successful grapple check against the mask. For the purpose of this grapple check, the mask is considered to have a Strength score of 20 + 1/2 the dreadmasque’s level + the size modifier of Large. A creature may also attempt to sunder the mask. If it becomes broken or is destroyed, it falls to the ground. The mask has a hardness of 20, and a number of hit points equal to 10 + the dreadmasque’s level + his Charisma modifier. 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 chooses her guises. If the mask is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 100 gp per dreadmasque level plus the cost of the masterwork item. 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 an existing mask as her mask, including one that is magical. 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. This ability replaces the inquisitor's weapon proficiency with her deity’s favored weapon.

Guise: Starting at 1st level, a dreadmasque’s mask allows her to assume a particular persona or guise, much like an actor portrays a role in a play. A guise imbues the dreadmasque with a variety of powers related to the persona that she is attempting to portray. Each guise grants the dreadmasque a spell-like ability, one of two inquisitions, two bardic performances, and three inquisitor judgments, plus an additional skill effect. All inquistion powers and judgments rely on Charisma instead of Wisdom. A dreadmasque uses her level to determine the effects of any inquisition power, bardic performance, or judgment.

A dreadmasque can use bardic performances and judgments from any guise she knows and is currently in effect a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a dreadmasque can use bardic performances or judgments for 2 additional rounds per day. Each round, the dreadmasque can produce or use any one of the bardic performances or judgments granted by her currently active guise. Only one bardic performance or judgment can be in effect at a time. If another bardic performance or judgment is activated, the previous one immediately ends.

While a guise is in effect, the dreadmasque gains access to only one of her inquisitions. Each inquisition grants a 1st level power and a second power at 6th or 8th level. If the dreadmasque uses a 1st level power from one inquisition, she continues to access that power until its daily uses have been expended (that is, the power has uses or rounds per day remaining), regardless of what guise is active. Only one 1st level inquisition power and one inquisition power of 6th or 8th level can be accessed each day. Once a 1st level power or a power of 6th or 8th level power has been activated in one inquisition, it cannot be accessed in another inquisition.

Regardless of what guise is in effect, a dreadmasque may pronounce the following dread judgment in place of a granted judgment.

Dread: This judgment deals 1d6 points of precision damage on a successful attack. This damage increases by +1 every four dreadmasque levels she possesses. At 10th level, the target is also shaken for 1 round on a successful attack (no save).

At 1st level, a dreadmasque may select two guises from those listed below. Once the choice is made, it cannot be changed. At 3rd level and every two levels thereafter, a dread masque can learn one additional guise. A dreadmasque can only have one guise in effect at a time, but she can change her guise to any other guise that she knows as a move action.

A dreadmasque may select from the following guises.

Avenger: This guise grants the dreadmasque the ability to use daze, guidance and resistance as a spell-like ability a number of times per day equal to 3 + the dreadmasque’s Charisma modifier. The dreadmasque also gains access to the Anger and Vengeance inquisitions, the countersong and inspire courage performances, and the Destruction, Resistance, and Smiting judgments. While the avenger guise is in effect, the dreadmasque adds half her level (minimum 1) to all Acrobatics skill checks. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to take 1 point of bleed damage for 1d4 rounds. This bleed damage increases to 2 points 8th level, and 3 points at 15th level. The avenger guise might manifest itself as a red mask with glaring eyes, its mouth curled into a snarl, and red and black flames painted along its cheek bones and forehead.

Disciple: This guise grants the dreadmasque the ability to use lullaby, read magic, and stabilize as a spell-like ability a number of times per day equal to 3 + the dreadmasque’s Charisma modifier. The dreadmasque also access to the Conversion and Zeal inquisitions, the countersongand distraction performances, and the Healing, Purity, and Protection judgments. While the disciple guise is in effect, the dreadmasque adds half her level (minimum 1) to all Diplomacy skill checks. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become dazzled for 1d6 rounds. At 15th level, the target becomes blinded for 1d4 rounds. The disciple guise might manifest itself as a sturdy mask with stern eyes, an emotionless expression, and divine symbols etched into its forehead.

Enforcer: This guise grants the dreadmasque the ability to use brand, daze and flare as a spell-like ability a number of times per day equal to 3 + the dreadmasque’s Charisma modifier. The dreadmasque also access to the Fervor and Imprisonment inquisitions, the countersong and inspire courage performances, and the Protection, Resiliency and Smiting judgments. While the enforcer guise is in effect, the dreadmasque adds half her level (minimum 1) to all Intimidate skill checks. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become entangled for 1 round. This increases to 2 rounds at 8th level, and 3 rounds at 15th level. The enforcer guise might manifest itself as a roughly shaped mask with determined eyes, rivets along its forehead, and scratches upon its surface.

Executioner: This guise grants the dreadmasque the ability to use brand, daze and stabilize as a spell-like ability a number of times per day equal to 3 + the dreadmasque’s Charisma modifier. The dreadmasque also access to the Torture and True Death inquisitions, the fascinate and distraction performances, and the Destruction, Justice, and Smiting judgments. While the executioner guise is in effect, the dreadmasque adds half her level (minimum 1) to all Intimidate skill checks. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become staggered for 1d4 rounds. At 8th level, the target gains the cowering condition for 1d4 rounds. At 15th level, the target becomes stunned for 1 round. The executioner guise manifests itself as a smooth, featureless, obsidian mask with only black eye slits to mar its surface.

Exorcist: This guise grants the dreadmasque the ability to use detect magic, ghost sound, and read magic as a spell-like ability a number of times per day equal to 3 + the dreadmasque’s Charisma modifier. The dreadmasque also access to the Banishment and Damnation inquisitions, countersong and distraction performances and the Healing, Purity and Resistance judgments. While the exorcist guise is in effect, the dreadmasque adds half her level (minimum 1) to all Knowledge (planes) skill checks and may make all Knowledge (planes) checks untrained. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become sickened for 1d4 rounds. At 15th level, the target becomes nauseated for 1d4 rounds. The exorcist guise might manifest itself as a well polished angular mask with piercing eyes, an open mouth, and a single rune carved into its forehead.

High Inquisitor: This guise grants the dreadmasque the ability to use brand, daze, and sift as a spell-like ability a number of times per day equal to 3 + the dreadmasque’s Charisma modifier. The dreadmasque also access to the Illumination and Truth inquisitions, fascinate and inspire courage performances and the Justice, Purity, and Smiting judgments. While the high inquisitor guise is in effect, the dreadmasque adds half her level (minimum 1) to all Intimidate skill checks. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become frightened for 1d4 rounds at 8th level, or panicked for 1d4 rounds at 15th level. The high inquisitor guise might manifest itself as a burnished golden mask with its entire surface etched with filigree, piercings of deep emeralds, a frowning mouth, and a large ruby set in its forehead.

Infiltrator: This guise grants the dreadmasque the ability to use know direction, prestidigitation and virtue as a spell-like ability a number of times per day equal to 3 + the dreadmasque’s Charisma modifier. The dreadmasque also access to the Heresy and Possession inquisitions, the distraction and fascinate performances, and the Protection, Purity, and Resistance judgments. While the infiltrator guise is in effect, the dreadmasque adds half her level (minimum 1) to all Bluff skill checks. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become flat-footed for 1d4 rounds. The infiltrator guise might manifest itself as a black mask with contemplative eyes, an overly long expressionless mouth, pointed chin, and thinly painted eyebrows.

Investigator: This guise grants the dreadmasque the ability to use detect magic, know direction and read magic as a spell-like ability a number of times per day equal to 3 + the dreadmasque’s Charisma modifier. The dreadmasque also access to the Fate and Revelation inquisitions, countersong and distraction performances and the Justice, Protection and Purity judgments. While the investigator guise is in effect, the dreadmasque adds half her level (minimum 1) to all Knowledge (local) skill checks and may make all Knowledge (local) checks untrained. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become confused for 1d4 rounds at 8th level. The investigator guise might manifest itself as a reflective, long-chinned mask with a pondering mouth, and deep-set searching eyes.

Judge: This guise grants the dreadmasque the ability to use brand , guidance, and light as a spell-like ability a number of times per day equal to 3 + the dreadmasque’s Charisma modifier. The dreadmasque also access to the Oblivion and Order inquisitions, fascinate and inspire courage performances and the Healing, Justice, and Resiliency judgments. While the judge guise is in effect, the dreadmasque adds half her level (minimum 1) to all Sense Motive skill checks. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become frightened for 1d4 rounds at 8th level, or panicked for 1d4 rounds at 15th level. The judge guise might manifest itself as a polished grey mask with an inscrutable expression of skepticism, pursed lips, and discerning eyes with one eyebrow raised for effect.

Knight Adamant: This guise grants the dreadmasque the ability to use guidance, light, and virtue as a spell-like ability a number of times per day equal to 3 + the dreadmasque’s Charisma modifier. The dreadmasque also access to the Justice and Valor inquisitions, the countersong and inspire courage performances, and the Justice, Protection, and Resiliency judgments. While the knight adamant guise is in effect, the dreadmasque adds half her level (minimum 1) to all Knowledge (nobility) skill checks and may make all Knowledge (nobility) checks untrained. In addition, the dreadmasque can cause the target of a successful critical hit with her dread strike to become fatigued for 1d4 rounds at 8th level, or exhausted for 1d4 rounds at 15th level.The knight adamant guise might manifest itself as the faceplate of a great helm, with visor, eye slits, breathing holes, and rivets placed vertically from crown to chin.

Petitioner: This guise grants the dreadmasque the ability to use guidance, lullaby, and message as a spell-like ability a number of times per day equal to 3 + the dreadmasque’s Charisma modifier. The dreadmasque also access to the Persistence and Tactics inquisitions, fascinate and inspire courage performances and the Healing, Protection, and Purity judgments. While the knight adamant guise is in effect, the dreadmasque adds half her level (minimum 1) to all Knowledge (religion) skill checks and may make all Knowledge (religion) checks untrained. In addition, a dreadmasque can cause the target of a successful critical hit with her dread strike to become fascinated for 1d4 rounds at 8th level. The petitioner guise might manifest itself as a common, unadorned mask with pleading eyes, a hopeful expression, and slight smile.

A dreadmasque has access to any guise she knows and is currently active. This ability and deeper mask replace domain, judgment, and the inquisitor’s spellcasting ability.

Dread Strike (Ex): Starting at 4th level, a dreadmasque can choose one weapon that she is proficient with as her dread weapon. Once chosen, it cannot be changed. Whenever the dreadmasque makes a successful critical hit with her dread weapon, the target must make a Will save (DC 10 + 1/2 the dreadmasque’s level + the dreadmasque’s Charisma modifier) or become shaken for 1d4 rounds. This shaken effect stacks with the effects of other shaken conditions. Alternatively, the dreadmasque can replace this shaken condition with a condition listed her current guise’s description.

At 7th level the dreadmasque can imbue her weapon with the bane weapon property as a swift action as the inquisitor ability of the same name. This effect lasts for a number of rounds per day equal to her dreadmasque level. These rounds do not need to be consecutive. This ability replaces monster lore, bane, greater bane, and slayer.

Masquerade (Su or Ex): At 3rd level and every three levels thereafter, a dread masque can learn a new bardic performance. Each performance can be used in place of a bardic performance granted by her guise. A dreadmasque may select the following bardic performance at the indicated level: 3rd–inspire competence; 6th–suggestion; 9th–dirge of doom; 12th–inspire greatness; 15th–soothing performance; 18th–frightening tune. Alternatively, at each such interval, a dreadmasque can choose a teamwork feat that she qualifies for. This ability otherwise functions as and replaces teamwork feats.

Quick Change (Ex): At 8th level, a dreadmasque can change between her known guises as a swift action. This ability replaces second judgment.

Deeper Mask (Su): At 10th level, a dreadmasque gains access to both the inquisitions associated with her guise, but may only use one 1ss level power or one power of 6th or 8th level per day, as normal.

Second Guise (Su): At 16th level, a dreadmasque can have two different guises active at a time. She still only has access to two inqusitions–either two from one guise on one from each guise, but gains access to any bardic performances and judgments granted by the two guises that are currently in effect. This ability replaces third judgment.

Death Masque (Su): At 20th level, a dreadmasque can call dreadful judgment down upon a foe during combat. Whenever a dreadmasque uses her guise ability, the dreadmasque can invoke dreadful judgment on a foe in place of a normal judgment, 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 dread strike 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 Charisma modifier. If the creature makes a successful save, it is shaken for 2 rounds. Regardless of whether or not the save is made, the target creature is immune to the dreadmasque's dreadful judgment ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds. This ability replaces true judgment.

Table: Dreadmasque