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Dreadmasque

Whether showy, flamboyant and outlandish, or grim, dark and imposing, dreadmasques utilize their eldritch warmasks to enact powerful masques.

The following abilities change or replace the class features of the direlock base class:

Altered Skillset

The dreadmasque adds Fly (Dex) and Perform (Cha) to her list of class skills.

Eldritch Warmask (Su)

At 1st level, the dreadmasque gains an eldritch warmask that she channels her various masques through (see below). The eldritch warmask is a masterwork mask, often made of leather, iron, porcelain, wood, or similar material.

The eldritch warmask takes up the head item slot and confers a different bonus depending upon which masque the dreadmasque is currently enacting, as well as the ability to utilize one hex as the witch ability. Abilities, bonuses and hexes are only gained while the masque is in effect, hexes are additionally limited to affecting foes within the dreadmasque’s dire zone.

The eldritch warmask also creates an aura of imposing might that functions as a dire zone – however the eldritch warmask does not affect the dreadmasque’s saves against fear effects or that of her foes. It does provide the dreadmasque with a +1 insight bonus against mind-affecting effects – increasing by +1 for every four levels to a maximum of +5 at 17th level.

At 5th level the dreadmasque stores and prepares her spells within her eldritch warmask just as a witch does with her familiar.

As long as the dreadmasque has at least one point in her dire pool the eldritch warmask is immune to the broken condition. The eldritch warmask does not hamper the dreadmasque’s vision or perception in any way.

A creature can attempt to remove the eldritch warmask by force from the dreadmasque’s face if it makes a successful grapple check against the eldritch warmask. For the purpose of this grapple check, the eldritch warmask is considered to have a Strength score of 20 + 1/2 the dreadmasque’s level, and a size of Large. A creature may also attempt to sunder the eldritch warmask. While the dreadmasque has at least one point remaining in her dire pool, the eldritch warmask has a hardness of 20, and a number of hit points equal to 10 + the dreadmasque’s level + her Charisma modifier. The eldritch warmask can be easily removed if the dreadmasque is unconscious or dead. If it becomes broken or is destroyed, it falls to the ground.

If an eldritch warmask is damaged, it is restored to full hit points the next time the dreadmasque completes a period of 8 hours rest. If the eldritch warmask 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 the masterwork item. This ritual takes 8 hours to complete. Eldritch warmasks replaced in this way do not possess any of the additional enchantments of the previous eldritch warmask.

A dreadmasque can designate an existing mask as her eldritch warmask. This functions in the same way as replacing a lost or destroyed eldritch warmask except that the new mask retains its abilities while gaining the benefits and drawbacks of becoming an eldritch warmask.

Note that it is entirely up to the PC (within GM’s discretion) to determine the visual composition of the mask both when inert and during particular masques and any (non-game-mechanical) visible auras or effects that accompany it.

This ability otherwise functions as and replaces grimoire and spell use and alters dire zone.

Masque (Su)

At 1st level, while wearing her eldritch warmask, the dreadmasque can enact a masque as a swift action. The masque consists of complex and arcane arrangements of movements and body language that requires rigorous training to learn and concentration to maintain. As such, spellcasting during a masque is a taxing effort – the dreadmasque’s Concentration checks for casting spells have their DC increased by 5.

At 1st level, a dreadmasque knows one masque and can use this ability once per day. At second level she learns a new masque. At 4th level, and every three levels thereafter, the dreadmasque gains a new masque and can use this ability an additional time per day. Once activated a masque has a duration of 1 minute per dreadmasque level, at which point all of the bonuses or penalties and ability to cast hexes immediately end.

The dreadmasque must participate in the combat to gain these bonuses/penalties. If she is paralyzed, stunned, unconscious or otherwise prevented from participating in the combat (i.e. the subject of a hold person spell, put to sleep, turned to stone), the ability does not end, but the bonuses/penalties do not resume until she can participate in the combat again.

Note that masques still function and may be utilized and bonuses/penalties still apply if the dreadmasque is frightened or panicked.

When the dreadmasque uses this ability she must select one type of masque she knows to enact. As a swift action, she can change this masque to another type she knows. All effects of the previous masque immediately ends and the new masque takes effect.

Saving throw DCs to resist masque, greater masque and dread masque hexes and major hexes are equal to 10 + 1/2 the dreadmasque’s level (minimum 1) + the dreadmasque’s Charisma modifier.

Feral Masque: The dreadmasque is possessed of a fearsome and convulsing aspect gaining a +1 morale bonus to Strength. This bonus increases by +1 for every four dreadmasque levels she possesses. While enacting a feral masque the dreadmasque gains the use of the nails hex.

Masque of Defense: The dreadmasque’s skin becomes hardened, imparting a +1 natural armor bonus to AC. This bonus increases by +1 for every four dreadmasque levels she possesses. While enacting a masque of defense the dreadmasque gains the use of the healing hex – though with one caveat – she can only use this hex upon herself.

Masque of Defiance: The dreadmasque is energized by a mote of dire power gaining +10 bonus temporary hit points. This bonus increases by +1 for every three dreadmasque levels she possesses. While enacting a masque of defiance the dreadmasque gains the use of the fortune hex.

Masque of the Dire-eyed mien: The dreadmasque’s mind is steeled against probing and attack, imparting a +1 morale bonus to Will saves. This bonus increases by +1 for every three dreadmasque levels she possesses. While enacting a masque of the dire-eyed mien the dreadmasque gains the use of the evil-eye hex.

Masque of Escape: The dreadmasque is empowered by a quickness of movement imparting a +5 ft bonus to Speed. This bonus increases by 1 ft for every dreadmasque level she possesses; While enacting a masque of escape the dreadmasque gains the use of the flight hex.

Masque of Pain: The dreadmasque become an avatar of pain and misery gaining a +1 morale bonus to weapon damage. This bonus increases by +1 for every three dreadmasque levels she possesses. While enacting a masque of pain the dreadmasque gains the use of the misfortune hex.

Masque of Puissance: The dreadmasque becomes more adroit and adept, gaining a +2 insight bonus to all class skills. This bonus increases by +1 for every three dreadmasque levels she possesses. While enacting a masque of puissance the dreadmasque gains the use of the tongues hex.

Masque of Shadows: The dreadmasque becomes blurred and indistinct, gaining a +5 circumstance bonus to Stealth. This bonus increases by +1 for every three dreadmasque levels she possesses. While enacting a masque of shadows the dreadmasque gains the use of the slumber hex.

Masquerade: The dreadmasque is adept at hiding her true nature, gaining a +4 circumstance bonus to Disguise. This bonus increases by +1 for every three dreadmasque levels she possesses. While enacting a masquerade the dreadmasque gains the use of the disguise hex.

Sensory Masque: The direlock’s primal senses become finely attuned, imparting a +5 insight bonus to Perception. This bonus increases by +1 for every three dreadmasque levels she possesses. While enacting sensory masque the dreadmasque gains the use of the feral speech hex.

Wild Masque: The dreadmasque appears as a wild incarnation of terror gaining a +1 morale bonus to attacks. This bonus increases by +1 for every three dreadmasque levels she possesses. While enacting a wild masque the dreadmasque gains the use of one of the following hexes: prehensile hair or unnerve beasts.

This ability replaces inimica.

Incunabula

A dreadmasque is prohibited from selecting the Familiar or Hex incunabulae.

Diminished Spellcasting

The dreadmasque casts arcane spells drawn from the direlock spell list, and gains and casts spells as a direlock of her level -1.

Fluid Masque

At 7th level, the dreadmasque has improved control and alertness when enacting a masque. She no longer receives a penalty to Concentration checks when casting spells during a masque.

This ability replaces medium armor.

Greater Masque (Su)

Starting at 10th level the dreadmasque can opt to learn the following more powerful greater masques whenever she could choose a masque:

Masque of Terror: The dreadmasque becomes a dread conduit for dark powers gaining a +5 morale bonus to Intimidate. This bonus increases by +1 for every two dreadmasque levels she possesses beyond 10th. While enacting a masque of terror the dreadmasque gains the use of the beast of ill-omen hex.

Skullmasque: The dreadmasque becomes attuned to deathly energies receiving a +3 morale bonus to saves against negative channeling, ghoul paralysis and undead level drain. This bonus increases by +1 for every four dreadmasque levels she possesses beyond 10th. While enacting a skullmasque the dreadmasque gains the use of the blight hex.

Masque of the Void: The dreadmasque’s countenance becomes blank, imparting a +3 insight bonus to saves against mind affecting effects and emotion descriptor spells. This bonus increases by +1 for every three dreadmasque levels she possesses beyond 10th. While enacting a masque of the void the dreadmasque gains the use of the ward hex.

Masque of Blood: A red haze envelops the dreadmasque – her dire weapon causes bleeding 2 hp. This bleeding increases by +1 for every three dreadmasque levels she possesses beyond 10th. While enacting a masque of blood the dreadmasque gains the use of the healing hex.

This ability replaces major inimica.

Medium Armor

This is exactly as the direlock ability but is gained at 10th level instead of 7th.

This ability replaces heavy armor.

Dread Masque (Su)

At 17th level, the dreadmasque has complete mastery over her masques. The dreadmasque can now receive the benefits and hex use of two masques or one greater masque and one masque every time she uses her masque ability.

At 19th level she may choose from the following dread masques instead of a masque:

Lifemasque: The dreadmasque’s physiognomy is energized, she gains fast healing 4. While the lifemasque is in effect the dreadmasque gains the use of the major healing major hex – though with one caveat – she can only use this major hex upon herself.

Soulmasque: The dreadmasque’s very essence is transformed, appearing as a living statue – she gains construct traits. While the soulmasque is in effect the dreadmasque gains the use of one of the following major hexes: icetomb or hoarfrost.

Deathmasque: A deathly pallor and grim aura envelops the dreadmasque – she gains undead traits, +2 Strength, +2 natural armor bonus and DR5/bludgeoning. While the deathmasque is enacted the dreadmasque gains the use of the agony major hex.

This ability replaces dire inimica.

Section 15: Copyright Notice

The Direlock Base Class © 2013 Forest Guardian Press. Authors: Morgan Boehringer and Jim Wettstein.