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 ab