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Rite Publishing Presents
by Mark Seifter
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Rite Publishing Presents:
The Secrets of the Masquerade Reveler
Oberon (Author): Mark Seifter
Titania (Editor): Savannah Broadway
Puck (Cover Artist ): Sai Kayden
Peaseblossoms (Interior Artists ): Sai Kayden,
James “Devin Night” Hazelett, Ryan Barger, Arthur Rackham, Khairul Hisham, Michael Richards
Moth (Assistant Editor, Layout, and Publisher):
Steven D. Russell
Dedication: To Linda, for stealing me away into the realm of Faerie.
Special Thanks: Will McCardell, Steven D. Russell, and Savannah Broadway
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
The Secrets of the Masquerade Reveler Copyright © 2014 Steven D. Russell, Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved, Pathfinder is a
registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the
compatibility license. Some images are licensed under a Creative Commons Attribution-No Derivative Works 3.0 License; http://creativecommons.org/licenses/by-nd/3.0/
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Convergent Paths: Fey Archetypes. Copyright 2013, Steven D. Russell; Author: Mark
Seifter.
The Secrets of the Masquerade Reveler, Copyright 2014 Steven D. Russell; Author
Mark Seifter
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Who am I? That is a question with different
answers depending on when you ask, on how you ask.
Most often, I am called Melusine, or Autumn's
Whisper. And I dance and weave the forms of the
masquerade, changing masks and partners wherever
my journeys take me. Whatever the obstacle, I have a
guise that is up to the task...well, hopefully.
The realm of Faerie is not a kind place, not some
kind of glittery paradise where little girls have their
tea parties. It is a place fraught with danger, intrigue,
and change. Almost nothing is for certain, and the
only way something will stay the same is if it is bound
that way. It's why oaths are so powerful for the fey.
You want to become a reveler and dance the
masquerade? In that case, you are either deluded or
insane. This isn't something any ordinary person
would want. Attuning yourself to the alien reality of
Faerie will fracture your mind. Is the power worth
more to you than who you are? Because your very
identity is at stake. It's a daily struggle to keep
yourself as something you recognize, and that is
without any "help" from the fey themselves.
Adventures We revelers are drawn to change, both internal
and external. It's not like we have a secret society or
anything, but I tend to hear about others like me, and
we get to talking. The majority of us are a bit
unnerved by those few "task revelers" who can keep
up a sedentary lifestyle. I'm not a task reveler myself,
but I tend to think that those who hold that opinion
are simply jealous or insecure, complaining that the
shimmerberries they cannot reach must be sour.
Nonetheless, adventure fulfills multiple basic needs
for a reveler like me. It provides a changing backdrop,
enhanced with the strongest human emotions, so we
can remember who we are even as we change. But,
more importantly. it also gives us an underlying goal
that can remain a constant, even as everything else
changes. It's a lifeline in the stormy seas of ourselves,
and those who last long as revelers without losing
themselves completely and devolving into base
creatures of Faerie have learned that any lifeline is
worth its weight in mithral.
Characteristics It would be a mistake to assume that you could
pin down revelers of the masquerade with any kind of
unifying characteristics or commonalities that lie
within the limits of a sane mortal mind's capacity for
reasoning. However, the fluidity of self and the
exuberance of all the senses are both nearly universal
traits. For every rule, however, there are three
exceptions. The deeper we swim into the masquerade,
the more our very bring fluctuates depending on the
masks we wear, so we could be gentle and protective
one moment and feral and hungry the next. Still, we
usually have conscious control over which masks we
choose, so the mask is not entirely an excuse for the
actions of the person wearing it.
Alignment The ever-changing passion of the masquerade
pulses through us, as our very self-dances and hides
behind our masks. Be they noble or vile, nearly all
among us are incarnations of chaos. Even the most
fastidious task revelers live at a balance. To cleave to a
regimen of law is to lose the masquerade. And much
as we might dream of becoming who we were before,
we can never be that person again.
Religion As with most things involving the fey, when it
comes to belief, there are three main subgroups
among revelers.
Some are loners, who have come to believe they
cannot rely on anyone but themselves. These revelers
are often bitter about what they have become, but
sometimes they are simply in tune with the world of
Faerie itself. Loners are more likely than most to
become Beast Revelers and sometimes lose
themselves to the beast within.
Others, like me, have become caught up in fey
politics, having fallen in with a fey lord or court. I
serve at the whims of the Court of Autumn. Fey lords
run the gamut in power, but the minor fey lords are
usually demigods in their own right, and the major
players are essentially gods and goddesses unto the
fey. For those who owe fealty to a fey lord, there is
rarely room for another religion, though as with
everything, there are exceptions to this as well.
The last group is the most stubborn, and they
cling to a mortal faith as if it were a badge of
humanity. For them, their faith is an essential lifeline
to the life they once lived, even if it isn't the same
mortal faith they followed before they became one
with the masquerade. Most revelers who follow a
mortal faith tend to worship deities of indulgence,
madness, passion, transformation, or trickery.
Background Revelers come from every background in our
mortal lives once upon a time. But these are distant
days not all of us can even remember. At some point
in our lives, we gave in to the fey masquerade. Most of
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The Masked Reveler
us, like me, found ourselves in the realm of Faerie or
in a fey ball in our home realm. We partook of the
food, the drink, and the festivities. But others have
found the masquerade in a variety of unusual ways.
Do not assume you are safe if you keep your hands off
the fey amenities.
Once we become revelers, most of us are lost to
our friends, our family, and even our lovers, and we
may even return to our homeland to find that more
time has passed than we expected. A few revelers,
those who were already social chameleons before they
even met the fey, have been able to blend back into
their previous lives without more than the occasional
disturbance, but these oddities are by far the
exceptions. In some ways, I can't help but be jealous
of them, but usually not. Too often they find their kith
and kin murdered or used as leverage in the insane
games of the fair folk, as they bring the attentions of
Faerie upon the innocents around them.
Races Masquerade revelers are beings of change. In
many ways, all revelers are closer to other revelers,
regardless of race, than we are to normal folk of our
own race. Revelers come from every race, as even the
most disciplined dwarf can be tempted by rare
liquors. Still, halfbreed races are common among
revelers, as are elves, gnomes, and of course humans,
by virtue of being more populous in general.
Classes Many revelers have spent time alone in a
dangerous and alien world. We've learned to take
whatever help we can get, to accept alliance quickly
but trust all-too-slowly. Those who finally earn our
trust will find us fiercely loyal to those few upon
whom we feel we can depend.
Lawful allies like paladins and priests of law are
sometimes wary of the masquerade within us, worried
if they can trust our sanity to retain its grip. Laughing
man monks, however, understand us, as they follow
the twisting order that the fey lords use to hold their
realms together in the chaos of Faerie. Despite being
opposites, we make a natural team, like night and day.
Depending on how we feel about the fey lords, we
can be either firm allies or bitter enemies of faerie
knight cavaliers, and the same holds true to a lesser
extent with other cavaliers who serve mortal lords and
ideals.
We get along extremely well with barbarians,
with whom we share many similarities and a driving
passion, as well as bards, who bring music, song, and
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revelry wherever they go.
Arcane spellcasters often want to experiment on
us, which rubs many of us, myself included, the wrong
way. With summoners in particular, revelers and
summoners usually sniff each other out with a wary
eye for each others' tricks. I've seen how these so-
called summoners manifest the masquerade into a
living creature, and I've heard them spout nonsense
that we are "borrowing evolutions from eidolons".
Role Within adventuring parties, we revelers can
perform a variety of roles, depending mainly on our
dispositions and our masks. It is easiest for us to fulfill
the role of a versatile melee defender or striker, but I
have seen successful revelers who focused on mobility
and positioning, abilities that weaken their foes, or
even on utility, including those with masks like the
Sage's Mask or the Scoundrel's Mask that allow them
to excel at a variety of skills. Personally, I prefer a
hybrid approach, ready for anything, but that's
because I'm a loner, so I don't have room to fall back
on allies when my own abilities fail.
Revelers like me are always different and
somewhat apart from everyone else, but we're rarely
outcasts, as our talents are simply too useful to those
who understand our power, not the least of which are
the very fey lords who may have played a part in
making us. Though we're exceedingly rare, you can
find revelers working in all sorts of unusual and
prestigious positions, sometimes where you least
expect them.
Masquerade Reveler (Barbarian Archetype)
I warned you not to come back here, but you
never listen. You were curious, tempted by the
power. Have we met before? You seem to know me.
But which me do you know? I dance upon a river of
my selves, flowing seamlessly from one to another.
We are that river. We are never who we were before.
Each instant changes us. Sometimes we flit and dart
between ourselves, free as a zephyr. But from some
changes, we can never recover…
—Melusine, Autumn’s Whisper
The world of Faerie is a place of masks, disguises,
transformations, and constant evolution. Lucky
visitors cannot grasp the reality of Faerie and remain
ignorant, while the unlucky are driven mad. A rare
third sort manages to embrace this alien land, and in
doing so becomes a part of it.
Skills
A masquerade reveler gains Perform as a class skill.
Masks (Ex) At 1st level, the masquerade reveler chooses a set of 4
evolution points worth of eidolon evolutions, which
represents one of the infinite possibilities of the realm
of Faerie. At each barbarian level, she chooses another
mask. For this purpose, she is considered to be a
biped form eidolon with the arms and legs evolution.
If she selects any evolutions that grant a natural
attack, she is limited in the number of natural attacks
she can possess to the same number as the eidolon of
a summoner of her barbarian level, even if she
receives some of the natural attacks from a different
source. For the purpose of determining how many
natural attacks she can possess, any weapon attacks
made with extra hands from the Limbs (Arms)
evolution count as natural attacks. A masquerade
reveler must meet all prerequisites for the evolutions
selected. She uses her barbarian level as her effective
summoner level to determine which evolutions she
can choose, but she can never select the channel
resistance, large, undead appearance, or unnatural
aura evolutions. If the masquerade reveler is naturally
not a humanoid creature, she still may not select any
evolutions that cannot be selected by a bipedal
eidolon. A masquerade reveler does not have access to
the abilities granted by her masks except while using
her masquerade or become the mask abilities.
Because of this, she is not considered to meet the
prerequisites of any feat that requires an ability she
gains from one of her masks (for instance, she could
not select Improved Natural Attack unless she
possesses a natural weapon from a different source).
Masquerade (Ex) When a masquerade reveler rages, instead of gaining
a bonus to Strength, Constitution, and Will saves, she
instead chooses any of her masks and applies all of its
evolutions to herself. She still takes a –2 penalty to
AC, but she can use Intelligence-, Dexterity-, and
Charisma-based skills as well as abilities that require
concentration. Even though this ability is
extraordinary, the evolutions gained retain their type:
extraordinary, supernatural, or spell-like. This ability
otherwise follows the normal rules for rage and counts
as rage for all other purposes, including rage powers,
fatigue, and exhaustion. This ability replaces rage.
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Become the Mask (Ex) At 7th level, a masquerade reveler retains a fragment
of the potential of Faerie even when she is not using
her masquerade ability. She may select up to 1
evolution point worth of evolutions from the last mask
she chose when she used her masquerade ability. The
selected evolutions persist until the next time she uses
masquerade.
At 15th level, she may instead select up to 2 evolution
points worth of evolutions to retain.
This ability replaces trap sense and damage reduction.
Elaborate Masks (Ex) At 11th level, a masquerade reveler gains a deeper
connection to her masks. All of her masks increase
from 4 to 6 evolution points of evolutions, and she
may switch out one of her old masks for a new mask.
This ability replaces greater rage.
Avatar of a Thousand Masks (Ex) At 20th level, a masquerade reveler has fully
embraced her connection to the world of Faerie. All of
her masks increase to 8 evolution points of evolutions,
and she may switch out one of her masks for a new
mask 1/day as a standard action. Additionally, her
type changes to fey and she gains DR 10/cold iron,
even when she is not using her masquerade ability.
This ability replaces mighty rage.
Masks
The following sections include a variety of predefined
masks for use by masquerade revelers. Each mask
includes a 4 point version, a 6 point version, and an 8
point version, so it is ready to use for Masquerade
Revelers of any level. Sometimes, a mask’s 4 point
version cannot be used at level 1 because of a level
requirement for one or more of the evolutions, so the
minimum level appears after the name of each mask
in parentheses. Many of these masks possess new
evolutions from later in this book.
Fey Masks
A rusalka is never someone you want as an enemy,
but sometimes it can’t be avoided.
“The lily is mine,” Lorelei intoned, more than a hint of
Ankou Mask
danger suffusing her dulcet voice, “Come now. Come
to me and you shall understand.”
The weight of magic was heavy upon her beckoning
call, but I reminded myself of what she would do and
broke her spell, changing my mask and striking out
with thorny vines, ablaze with the flame of my
resolve. Did you know that rusalkas, despite being
water creatures, are immune to fire? I discovered
that right then. Still, the vines struck home, and she
snarled, her face a glorious mask of beauty and
hatred. She called out for her charmed minions to
attend her as her impossibly intricate couture undid
itself, her tresses lashing out at me. I blocked one of
the attacks with my vines, then ducked the second as
another slammed into my side. As I rolled to avoid
the last, she was there, her fingers lying softly
against my exposed skin, filling me with desire and
shame. “Give up my dear,” she cooed, “You’re
outnumbered.”
I knew I only had one chance. I changed my mask
again, calling upon the power of the ankou, assassins
of the fey lords, as I formed four duplicates of myself
out of the shadows. I sent three of them to deal with
the three charmed allies, while the last one flanked
Lorelei with me. “Now who’s outnumbered, bitch?”
—Melusine, Autumn’s Whisper
Apluachra Mask (Fey, Level 1) 4 points: Gills, Numbing Slime, Swim, Tiny
6 points: Bite, Gills, Numbing Slime, Skilled (Stealth),
Swim, Tiny
8 points: Bite, Gills, Low-Light Vision, Numbing
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Slime, Skilled (Stealth), Swim, Tail, Tiny
Ankou Mask (Fey, Level 6) 4 points: Bleed, Flight
6 points: Flight, Shadow Doubles
8 points: Bleed, Flight, Shadow Doubles
Atomie Mask (Fey, Level 5) 4 points: Flight, Speak With Animals, Tiny
6 points: Fey Cantrip (dancing lights), Flight (3 points
for extra speed), Speak With Animals, Tiny
8 points: Fey Cantrip (dancing lights), Fey Magic
(invisibility (self only)), Flight (3 points for extra
speed), Speak With Animals, Tiny
Baobhan Sith Mask (Fey, Level 3) 4 points: Bite, Blood Drain, Skilled (Perform (dance))
6 points: Bite, Blood Drain, Dying Words, Skilled
(Perform (dance))
8 points: Bite, Blood Drain, Dying Words, Fey Magic
(detect thoughts), Skilled (Perform (dance))
Biloko Mask (Fey, Level 6) 4 points: Fey Magic (charm person), Persuasion,
Scent
6 points: Bite, Fey Magic (charm person), Low-Light
Vision, Persuasion, Scent
8 points: Bite, Fey Magic (charm person), Low-Light
Vision, Improved Natural Armor, Persuasion, Scent,
Skilled (Diplomacy)
Blodeuwedd Mask (Fey, Level 6) 4 points: Nature’s Infusion, Speak With Plants
6 points: Allergen Aura, Nature’s Infusion, Speak
With Plants
8 points: Allergen Aura, Nature’s Infusion, Speak
With Plants, Verdant Step
Bogeyman Mask (Fey, Level 6) 4 points: Fey Magic (detect thoughts), Skilled
(Intimidate), Skilled (Stealth)
6 points: Deepest Fear, Fey Magic (detect thoughts),
Skilled (Intimidate), Skilled (Stealth)
8 points: Claws, Deepest Fear, Skilled (Intimidate),
Sneak Attack, Striking Fear
Brownie Mask (Fey, Level 6) 4 points: Fey Cantrip (dancing lights), Fey Magic
(mirror image), Skilled (Stealth)
6 points: Fey Cantrip (dancing lights), Fey Magic
(mirror image), Lesser Spell Resistance, Skilled
(Stealth)
8 points: dimension door, Fey Magic (mirror image),
Lesser Spell Resistance
Cold Rider Mask (Level 7) 4 points: Icewalking, Immunity (cold), Skilled (Ride)
6 points: Energy Weapons (Cold), Icewalking,
Immunity (cold), Skilled (Ride)
8 points: Energy Weapons (Cold), Icewalking,
Immunity (cold), Lesser Spell Resistance, Skilled
(Ride)
Dryad Mask (Fey, Level 6) 4 points: Fey Magic (tree shape), Speak With Plants
6 points: Fey Magic (tree shape), Speak With Plants,
Tree Meld
8 points: Fey Magic (tree shape), Low-Light Vision,
Skilled (Craft (woodworking)), Speak With Plants,
Tree Meld
Erlking Mask (Level 1) 4 points: Resistance (Acid, Cold, Electricity), Skilled
(Acrobatics)
6 points: Bleed, Resistance (Acid, Cold, Electricity),
Skilled (Acrobatics)
8 points: Bleed, Blur, Haste
Faun Mask (Fey, Level 6) 4 points: Fey Magic (hideous laughter), Fey Cantrip
(ghost sound), Panpipes
6 points: Fey Magic (hideous laughter), Fey Cantrip
(ghost sound), Hooves, Low-Light Vision, Panpipes
8 points: Fey Magic (hideous laughter), Fey Cantrip
(ghost sound), Hooves, Improved Natural Armor,
Low-Light Vision, Panpipes, Skilled (Perform (wind))
Forlarren Mask (Fey, Level 6) 4 points: Claws, Fey Magic (heat metal), Skilled
(Perception)
6 points: Claws, Fey Magic (heat metal), Improved
Natural Armor, Low-Light Vision, Skilled (Perception)
8 points: Claws, Fey Magic (heat metal), Improved
Damage (claws), Improved Natural Armorx2, Low-
Light Vision, Skilled (Perception)
Fossegrim Mask (Level 1) 4 points: Gills, Slam, Swimx2
6 points: Gills, Slam, Swimx2, Transparency
8 points: Enchanting Music, Gills, Slam, Swimx2,
Transparency
Gancanagh Mask (Level 1) 4 points: Resistance (Fire), Skilled (Bluff, Diplomacy,
Intimidate)
6 points: Ability Increase (Charisma), Resistance
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(Fire), Skilled (Bluff, Diplomacy, Intimidate)
8 points: Ability Increase (Charisma), Fey Magic
(obscuring mist), Resistance (Fire), Skilled (Bluff,
Diplomacy, Intimidate)
Gathlain Mask (Fey, Level 6) 4 points: Fey Magic (entangle), Flight
6 points: Fey Magic (entangle), Flight, Low-Light
Vision, Improved Natural Armor
8 points: Fey Magic (entangle, feather step), Flight,
Low-Light Vision, Improved Natural Armor
Gremlin Masks
Fuath Mask (Fey, Level 1) 4 points: Congeal Water, Gills, Tiny
6 points: Congeal Water, Darkvision, Gills, Swim,
Tiny
8 points: Claws, Congeal Water, Darkvision, Fey
Cantrip (prestidigitation), Gills, Swim, Tiny
Grimple Mask (Fey, Level 6) 4 points: Climb, Putrid Vomit, Tiny
6 points: Climb, Flight, Putrid Vomit, Tiny
8 points: Climb, Fey Magic (grease), Flight, Putrid
Vomit, Tiny
Haniver Mask (Fey, Level 1) 4 points: Gills, Misplacement, Swim, Tiny
6 points: Flight, Gills, Misplacement, Swim, Tiny
8 points: Bite, Darkvision, Flight, Gills, Misplacement,
Swim, Tiny
Jinkin Mask (Fey, Level 1) 4 points: Darkvision, Fey Cantrip (prestidigitation),
Skilled (Disable Device), Tiny
6 points: Bite, Darkvision, Fey Cantrip
(prestidigitation), Skilled (Craft (traps), Skilled
(Disable Device), Tiny
8 points: Darkvision, Dimension Door, Fey Cantrip
(prestidigitation), Skilled (Disable Device), Tiny
Monaciello Mask (Fey, Level 1)
4 points: Blasphemous Resistance, Compression,
Tiny, Skilled (Stealth)
6 points: Blasphemous Resistance, Compression, Fey
Magic (glitterdust), Tiny, Skilled (Stealth)
8 points: Blasphemous Resistance, Compression,
Tiny, Skilled (Stealth), Stymie Channeling
Monaciello Mask
Nuglub Mask (Level 1) 4 points: Claws, Climb, Kneecapper, Trip
6 points: Bite, Claws, Climb, Darkvision, Kneecapper,
Trip
8 points: Bite, Claws, Climb, Darkvision, Grab (Bite),
Kneecapper, Skilled (Intimidate), Trip
Pugwampi Mask (Fey, Level 1) 4 points: Darkvision, Fey Cantrip (prestidigitation),
Skilled (Stealth), Tiny
6 points: Darkvision, Tiny, Unluck Aura
8 points: Darkvision, Tiny, Unluck Aura (6 points)
Vexgit Mask (Fey, Level 4) 4 points: Skilled (Disable Device), Speedy Sabotage,
Tiny
6 points: Climb, Darkvision, Skilled (Disable Device),
Speedy Sabotage, Tiny
8 points: Climb, Darkvision, Lesser Spell Resistance,
Skilled (Disable Device), Speedy Sabotage, Tiny
Grig Mask (Fey, Level 5) 4 points: Flight, Skilled (Acrobatics), Tiny
6 points: Fiddle, Flight, Skilled (Acrobatics), Tiny
8 points: Fiddle, Flight, Fey Magic (invisibility (self
only), Tiny
Grimstalker Mask (Level 7) 4 points: Claws, Poison, Skilled (Stealth)
6 points: Claws, Poison, Sneak Attack, Skilled
(Stealth)
8 points: Claws, Fey Magic(tree shape), Poison, Sneak
Attack, Skilled (Stealth)
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Huldra Mask (Fey, Level 1) 4 points: Resistance (Cold), Slam, Tail, Tail Slap
6 points: Darkvision, Resistance (Cold), Scent, Slam,
Tail, Tail Slap
8 points: Darkvision, Fey Magic (charm person),
Resistance (Cold), Scent, Slam, Tail, Tail Slap
Ijiraq Mask (Fey, Level 5) 4 points: Bite, Gore, Hide in Plain Sight (Icy)
6 points: Bite, Claws, Gore, Improved Natural Armor,
Hide in Plain Sight (Icy)
8 points: Bite, Dimension Door, Gore, Hide in Plain
Sight (Icy)
Kelpie Mask (Fey, Level 1) 4 points: Gills, Resistance (Fire), Slam, Swim
6 points: Gills, Grab, Resistance (Fire), Skilled
(Disguise), Slam, Swim
8 points: Gills, Grab, Resistance (Fire), Improved
Natural Armor, Skilled (Disguise), Slam, Swimx2
Korred Mask (Fey, Level 7) 4 points: Animated Hair, Stone Stride
6 points: Animated Hair, Lesser Spell Resistance,
Stone Stride
8 points: Animated Hair, Spell Resistance, Stone
Stride
Lampad Mask (Fey, Level 6) 4 points: Darkvision, Fey Magic (meld into stone),
Weep
6 points: Ability Increase (Dexterity), Darkvision, Fey
Magic (meld into stone), Weep
8 points: Ability Increase (Charisma, Dexterity),
Darkvision, Fey Magic (meld into stone), Weep
Larabay Mask (Fey, Level 6) 4 points: Fey Magic (gust of wind), Flight
6 points: Fey Magic (gust of wind), Flight, Resistance
(electricity, fire)
8 points: Fey Magic (gust of wind), Flight, Resistance
(cold, electricity, fire), Skilled (Disguise)
Leprechaun Mask (Fey, Level 1) 4 points: Low-Light Vision, shillelagh, Skilled
(Perception, Sleight of Hand)
6 points: Fey Magic (invisibility (self only)), Low-
Light Vision, Shillelagh, Skilled (Perception, Sleight of
Hand)
8 points: Fey Magic (invisibility (self only)), Lesser
Spell Resistance, Low-Light Vision, Shillelagh, Skilled
(Perception, Sleight of Hand)
Fey and Masquerade Revelers
Fey vary wildly in the way they treat masquerade
revelers, and it also depends greatly on the reveler’s
situation. Revelers, one and all, bear a permanent
mark from their time amongst the fey. It is fairly
common to find a reveler who ate the faerie food and
drank the wine and simply became lost in the revelry
for a time, only to return home much later than she
expected and somewhat distant from those with
whom she was once close. Others voluntarily lose
themselves in the dance and ever-changing forms of
Faerie. A few, like Melusine, retain active status in a
fey court. The most dangerous of them all are the
revelers of the fair folk themselves, embodiments of
the masquerade whose form and beauty are aching
perfection.
In a game of faerie politics, perceived weakness is
weakness, but unpredictability is a hidden strength, as
those who are plotting against you cannot calculate
countermeasures against something they cannot
predict. As such, fey nobles consider masquerade
revelers to be useful pawns, and they seek to exploit
the reveler’s sense of solitude and disconnection from
other mortals to establish a dominant relationship,
sweet words flowing from the noble’s lips about how
only among the fey is the reveler truly home.
Ultimately, this is a tactic intended to isolate the
target from other influences in order to begin bending
her to the noble’s will. In this case, the noble leverages
the otherness of the reveler and makes it into a
weakness.
Many rank and file fey, however, generally treat
revelers slightly better than ordinary mortals, though
not as highly as faerie knights unless the reveler has a
powerful patron. These fey can feel an alien empathy
for the mortal who has embraced a part of their own
mercurial nature, allowing them to feel more
comfortable around the reveler.
Revelers usually feel a strong bond of camaraderie for
other revelers, the only other people in the world who
can truly understand what their experience is like.
Nonetheless, they tend to be quickly judgmental of
masks they find distasteful, and many revelers
consider “task revelers” (those who make regular use
of the Task Reveler feat) to be lesser than the “real”
revelers, as they find singlemindedness to be
anathema and somewhat frightening.
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Lurker in Light Mask (Fey, Level 5) 4 points: Blend With Light, Fey Cantrip (dancing
lights)
6 points: Blend With Light, Fey Cantrip (dancing
lights), Flight
8 points: Blend With Light, Fey Cantrip (dancing
lights), Fey Magic (blindness/deafness), Flight
Mite Mask (Fey, Level 5) 4 points: Darkvision, Skilled (Stealth), Vermin
Empathy
6 points: Darkvision, Fey Cantrip (prestidigitation),
Skilled (Sleight of Hand, Stealth), Vermin Empathy
8 points: Climb, Darkvisionx2, Fey Cantrip
(prestidigitation), Skilled (Sleight of Hand, Stealth),
Vermin Empathy
Nereid Mask (Fey, Level 4) 4 points: Gills, Swim, Transparency
6 points: Gills, Immunity (Cold), Swim, Transparency
8 points: Gills, Swim, Transparency, Unearthly Grace
Nixie Mask (Fey, Level 6) 4 points: Fey Magic (charm person), Gills, Swim
6 points: Fey Magic (charm person), Gills, Swim,
Wild Empathy
8 points: Fey Magic (charm person), Gills, Lesser
Spell Resistance, Swim, Wild Empathy
Norn Mask (Fey, Level 9) 4 points: Immunity (Cold), Prescient
6 points: Blindsense, Prescient, Resistance (Cold)
8 points: Fated, Prescient, Shift Fate, Snip Thread
Nuckelavee Mask (Fey, Level 1) 4 points: Gills, Hooves, Swimx2
6 points: Disease, Gills, Hooves, Swimx2
8 points: Disease, Gills, Hooves, Swimx2, Trample
Nymph Mask (Fey, Level 1) 4 points: Ability Increase (Charisma), Wild Empathy
6 points: Unearthly Grace, Wild Empathy
8 points: Ability Increase (Charismax2), Unearthly
Grace, Wild Empathy
Oceanid Mask (Fey, Level 6) 4 points: Gills, Swim, Waveglide
6 points: Gills, Swim, Water Telekinesis, Waveglide
8 points: Gills, Swimx3, Water Telekinesis, Waveglide
Pech Mask (Fey, Level 1) 4 points: Darkvision, Earth Mastery, Petrify Proof,
Stone Knowledge
Oceanid Mask
6 points: Darkvision, Earth Mastery, Petrify Proof,
Skilled (Craft (stonemasonry), Profession (miner),
Stone Knowledge
8 points: Darkvision, Earth Mastery, Lesser Spell
Resistance, Petrify Proof, Skilled (Craft
(stonemasonry), Profession (miner), Stone Knowledge
Pixie Mask (Fey, Level 6) 4 points: Fey Magic (invisibility (self only)), Flight
6 points: Fey Magic (invisibility (self only)), Flight,
Lesser Spell Resistance
8 points: Fey Magic (invisibility (self only)), Flight,
Spell Resistance
Polevik Mask (Fey, Level 7) 4 points: Puffballs, Putrefying Aura, Skilled (Craft
(alchemy))
6 points: Puffballs, Putrefying Aura, Skilled (Craft
(alchemy), Stealth, Survival)
8 points: Puffballs, Putrefying Aura, Skilled (Craft
(alchemy), Stealth, Survival), Speak With Plants
Pooka Mask (Fey, Level 7) 4 points: Fey Magic (invisibility (self only)), Poison
Dust, Tiny
6 points: Fey Magic (invisibility (self only)), Flight,
Poison Dust, Tiny
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8 points: Darkvision, Fey Cantrip (detect magic), Fey
Magic (invisibility (self only)), Flight, Poison Dust,
Tiny
Quickling Mask (Fey, Level 3) 4 points: Increased Speed, Supernatural Speed
6 points: Increased Speedx3, Supernatural Speed
8 points: Increased Speedx5, Supernatural Speed
Redcap Mask (Fey, Level 9) 4 points: Boot Stomp, Red Cap
6 points: Boot Stomp, Increased Speedx2, Red Cap
8 points: Boot Stomp, Increased Speedx3, Red Cap (4
points)
Rusalka Mask (Fey, Level 9) 4 points: Tresses
6 points: Staggering Touch, Tresses
8 points: Grab (Tresses), Staggering Touch, Tresses
Satyr Mask (Fey, Level 6) 4 points: Fey Magic (charm person), Gore, Skilled
(Perform (wind instruments))
6 points: Fey Magic (charm person), Gore, Skilled
(Perception, Perform (wind instruments), Stealth)
8 points: Fey Cantrip (dancing lights), Fey Magic
(charm person), Gore, Improved Natural Armor,
Skilled (Perception, Perform (wind instruments),
Stealth)
Skin Stealer Mask (Fey, Level 4) 4 points: Skilled (Disguise, Heal), Steal Skin
6 points: Improved Natural Armor, Skilled (Disguise,
Heal, Stealth), Steal Skin
8 points: Improved Natural Armor, Skilled (Disguise,
Heal, Stealth), Sneak Attack, Steal Skin
Spring-Heeled Jack Mask (Fey, Level
6) 4 points: Feather Fall, Sneak Attack, Vault
6 points: Ability Increase (Dexterity), Feather Fall,
Sneak Attack, Vault
8 points: Ability Increase (Dexterity), Feather Fall,
Increased Speed, Skilled (Acrobatics), Sneak Attack,
Vault
Sprite Mask (Fey, Level 5) 4 points: Flight, Luminous, Tiny
6 points: Fey Cantrip (dancing lights), Flight,
Luminous, Skilled (Escape Artist), Tiny
8 points: Fey Cantrip (dancing lights), Flight (4
points for perfect maneuverability, but still has wings
and Ex), Luminous, Skilled (Escape Artist), Tiny
Revelers without the Fey
By default, the masquerade reveler archetype is
strongly tied to the ever-changing world of the fey. It
is easy to run a reveler in a game where fey themes are
less common, but what if your world doesn’t have a
fey realm at all? The masquerade reveler archetype is
extremely flexible, so while you would need to
abandon the fey-themed masks below, consider the
following as alternative power sources (and names)
for masquerade revelers in your game:
Alienist--The alienist’s mind and body have been
touched by elder horrors from beyond our dimension.
Instead of a masquerade, the alienist has daily rounds
of madness, during which she embraces the aspects of
aberrations. The mask of the void is a fitting mask for
an alienist, and the tentacles and no breath evolutions
are particularly appropriate.
Phantasmagorist--The phantasmagorist taps not into
the primal revelry of the fey but into the fears and
nightmares that lurk in the darkness of mortal hearts.
Anything can become real during a nightmare, and
the phantasmagorist collects nightmares, spending
rounds of her nightmare ability (instead of
masquerade). The bogeyman mask is a fitting mask
for a phantasmagorist, and the deepest fear and
striking fear evolutions are particularly appropriate.
Skinwalker--The skinwalker is a trickster, a master
shapeshifter who can leverage the powers of many
forms in order to defeat her foes. Instead of
masquerade, she has daily rounds of shapeshifting.
The skin stealer mask is a fitting mask for a nefarious
skinwalker, and the steal skin evolution is particularly
appropriate, especially with Become the Mask.
Svartalfar Mask (Fey, Level 6) 4 points: Darkvision, Skilled (Stealth), Sneak Attack
6 points: Darkvision, Fey Magic (vanish), Skilled
(Stealth), Sneak Attack
8 points: Darkvision, Fey Magic (vanish), Skilled
(Stealth), Sneak Attackx2
Swan Maiden Mask (Fey, Level 1) 4 points: Animal Form (trumpeter swan), Skilled
(Perception, Stealth)
6 points: Animal Form (trumpeter swan), Fey Magic
(glitterdust), Skilled (Perception, Stealth)
8 points: Animal Form (trumpeter swan), Fey Magic
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(glitterdust), Resistance (cold, electricity), Skilled
(Perception, Stealth)
Thin Man Mask (Fey, Level 9) 4 points: Burrow, Compression,
6 points: Burrow, Claws, Compression, Skilled
(Stealth)
8 points: Bleed, Burrow, Claws, Compression, Skilled
(Stealth)
Tooth Fairy Mask (Fey, Level 1) 4 points: Tiny, Tricky Thief
6 points: Flight, Tiny, Tricky Thief
8 points: Bite, Darkvision, Flight, Tiny, Tricky Thief
Twigjack Mask (Fey, Level 5) 4 points: Bramble Jump, Tiny, Woodland Stride
6 points: Bramble Jump, Sneak Attack, Tiny,
Woodland Stride
8 points: Bramble Jump, Darkvision, Improved
Natural Armor, Sneak Attack, Tiny, Woodland Stride
Beast Masks
The enormous praying mantis claw sliced through
the tree trunk as though it were a blade of grass, and
the head, half-orchid, half-spider, released a
terrifying hunting howl. I thought these things were
supposed to protect the jungle?
As long as I continued to wear my mask, I outpaced
the creature, but I couldn’t keep this up for long. In
retrospect, things went sour the moment I entered
the Whistling Jungles. The jungles here float on
islands in the sky, and you could sometimes see the
other islands above. The air isn’t right, either. You
can still breathe it, but it’s thin. You can fall faster
here without the air resistance, and wings simply
don’t work at all. Otherwise, I could fly away from
the creature chasing me. As I continued to run at full
speed, my luck ran out.
I heard them before I saw them, the complex
harmonies even more salient than the numerous
jellyfish-like creatures floating in the air, each
tentacle ending in a bird-like beak. I had stumbled
into a colony of skrik nettles. This was the end of the
line. Unless…
Laughing at the insanity of the situation, I made sure
of my supply of restorative potions before I
approached the smallest and lowest of the skrik
Dweomercat Mask
nettles. The creatures are generally harmless
scavengers when they are not provoked, though that
is an observation best not tested. However, , I had
something else in mind this time. I began to poke the
skrik nettle with a stick. The creature ceased singing
and hissed, striking at me with one of its little beaks.
“Much obliged, Tiny” I thanked it, and I relaxed my
body, allowing the poison to spread.
Of course, Tiny didn’t feel particularly grateful to
receive my thanks, and he continued to bite at me,
filling me up with more venom. And as the poison
spread, I began to float up into the air. As I rose,
uncontrollably, my eyes upon a passing jungle island
above, my pursuer burst out of the undergrowth
below me and let loose one last indignant howl,
furious to be denied its prey.
From above, I could see a strange green mold oozing
from cracks in the beast’s head. The creature looked
enough like undergrowth already that it was
impossible to spot from below. That explained it! The
mindslavers were expanding their territory…
—Melusine, Autumn’s Whisper
Dweomercat Mask
(Beast[Quadruped], Level 4) 4 points: Pounce, Rake, Skilled (Climb)
6 points: Pounce, Rake, Skilled (Climb), Spell Link
8 points: Lesser Spell Resistance, Pounce, Rake,
Skilled (Climb), Spell Link
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Grodair Mask
(Beast[Aquatic], Level 1) 4 points: Swim, Tentacle, Tentacle, Water Blast
6 points: Muddy Field, Swim, Tentacle, Tentacle,
Water Blast
8 points: Darkvision, Improved Natural Armor,
Muddy Field, Swim, Tentacle, Tentacle, Water Blast
Skrik Nettle Mask (Beast, Level 9) 4 points: Flight (4 points for perfect maneuverability),
Tentacle Beakx3, Levitation Poison (Tentacle Beak)
6 points: Flight (4 points for perfect maneuverability),
Spill Poison, Tentacle Beakx3, Levitation Poison
(Tentacle Beak)
8 points: Flight (4 points for perfect maneuverability),
Reach (Tentacle Beak)x2, Spill Poison, Tentacle
Beakx3 Levitation Poison (Tentacle Beak)
Tunche Mask
(Beast[Quadruped], Fey, Level 6) 4 points: Climb, Rend, Swim
6 points: Climb, Enormous, Limbs (Legs), Rend
8 points: Claws, Climb, Enormous, Limbs (Legs),
Rend, Swim
Zomok Mask
(Beast[Quadruped], Level 5) 4 points: Flight, Lesser Plant Traits
6 points: Enormous, Flight, Lesser Plant Traits, Wing
Buffet
8 points: Enormous, Flight, Lesser Plant Traits, Tail,
Tail Slap, Wing Buffet
Theme Masks
Nereus spat out blood and grinned widely. The Court
of Waves is nearly as mercurial as autumn, and
every bit as merciless.
“I’m impressed that you could land a blow on me at
all, my dear,” the fey lordling praised mockingly,
trying to hide his obvious surprise that his contempt
had put him at a disadvantage against a mortal.
“You have earned yourself a place of honor when we
tell the tale of your death.”
I felt something stirring in the water around
me...Lady’s mercy! I knew Nereus controlled the Sea
of Steam and Stars, but when I heard it at the time I
thought it was political. I was wrong. Nereus
literally controls the Sea of Steam and Stars.
Magically. The entire sea.
Immediately, I leapt into the air and changed masks,
gossamer wings stretching out behind me as I
became the Lost Butterfly.
But immediately wasn’t fast enough. The sea rushed
out at me from all directions, a ravenous monster of
salt and steam that buffeted me on all sides, forming
into serpentine maws that nipped at my flesh and
turned the sea foam crimson.
Perhaps he could have killed me if he went for a clean
blow instead. Regardless, I slipped out of the tendrils
of water, ascending just past their reach. This was
my advantage—I had no intention of defeating a fey
lord, even a minor one. If I wanted to fight him, I
would have to pursue him into the water, and that
would be the end. But right now, if he stayed in his
place of power, I could simply fly away. I had
wounded his pride, though. He couldn’t allow that.
Sure enough, he emerged, rising on a waterspout, a
funnel ascending from the sea into the growing
storm and tearing through all in its path, as he stood,
almost placidly, atop the devouring vortex. I threw a
javelin at him, and as he dismissively waved his
hand, causing a massive wave to rise from the sea
and block my attack, I used that momentary opening
to dart away, with Nereus close on my heels.
—Melusine, Autumn’s Whisper
All-Seeing Mask (Level 9) 4 points: Blindsense, Darkvision
6 points: Blindsense, See in Darkness
8 points: Blindsight, Blindsense, Low-Light Vision
Berserker’s Mask (Level 1) 4 points: Ability Increase (Constitution, Strength)
6 points: Ability Increase (Constitution, Strengthx2)
8 points: Ability Increase (Constitutionx2,
Strengthx2)
Energy Mask (Level 1) 4 points: Resistance (Acid, Cold, Electricity, Fire)
6 points: Immunity (Cold, Fire), Resistance (Acid,
Electricity)
8 points: Immunity (Acid, Cold, Electricity, Fire)
Impregnable Mask (Level 5) 4 points: Ability Increase (Dexterity), Improved
Natural Armorx2
6 points: Ability Increase (Dexterity), Ferocity,
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Improved Natural Armorx3
8 points: Ability Increase (Dexterity), Ferocity,
Improved Natural Armorx5
Invulnerable Mask (Level 9) 4 points: Damage Reduction (Lawful), Ferocity
6 points: Damage Reduction (Lawful, 5 points for DR
10; requires level 12), Ferocity
8 points: Ability Increase (Constitution), Damage
Reduction (Lawful, 5 points for DR 10), Ferocity
Mask of Alluring Beauty (Level 6) 4 points: Ability Increase (Charismax2)
6 points: Ability Increase (Charismax3; requires level
12)
8 points: Ability Increase (Charismax4)
Mask of Arms (Level 1) 4 points: Limbs (Arms)x2
6 points: Limbs (Arms)x3
8 points: Limbs (Arms)x4
Mask of Dazzling Intellect (Level 6) 4 points: Ability Increase (Intelligencex2)
6 points: Ability Increase (Intelligencex3; requires
level 12)
8 points: Ability Increase (Intelligencex4)
Mask of Deadly Tresses (Level 9) 4 points: Tresses
6 points: Grab (Tresses), Tresses
8 points: Grab (Tresses), Improved Damage (Tresses),
Reach (Tresses), Tresses
Mask of Eternal Endurance (Level 6) 4 points: Ability Increase (Constitutionx2)
6 points: Ability Increase (Constitutionx3; requires
level 12)
8 points: Ability Increase (Constitutionx4)
Mask of Fjord’s Breath (Level 9) 4 points: Breath Weapon (Cold)
6 points: Breath Weapon (Cold, 6 points for 3/day)
4 points: Breath Weapon (Cold, 8 points for 5/day)
Mask of Flames (Level 7) 4 points: Energy Weapons (Fire), Immunity (Fire)
6 points: Burn, Energy Weapons (Fire), Immunity
(Fire)
8 points: Energy Weapons (Fire), Immunity (Fire),
Reach (Slam), Slam
Mask of Roots
Mask of Frost (Level 7) 4 points: Energy Weapons (Cold), Immunity (Cold)
6 points: Chill, Energy Weapons (Cold), Immunity
(Cold)
8 points: Chill, Energy Weapons (Cold), Icewalking,
Immunity (Cold), Slam
Mask of Linnorm’s Wings (Level 5)
4 points: Flight (4 points for extra speed twice)
6 points: Flight (6 points for extra speed four times)
8 points: Flight (8 points for extra speed six times)
Mask of Mist (Level 5) 4 points: Flight, Shadow Form
6 points: Compression, Flight, Shadow Form, Skilled
8 points: Flight, Incorporeal Form, Shadow Form
Mask of Peerless Might (Level 6) 4 points: Ability Increase (Strengthx2)
6 points: Ability Increase (Strengthx3; requires level
12)
8 points: Ability Increase (Strengthx4)
Mask of Roots (Level 7) 4 points: Nature’s Infusion, Stability, Tremorsense
6 points: Nature’s Infusion, Stability, Tentaclex2,
Tremorsense
8 points: Nature’s Infusion, Stability, Reach
(Tentacle)x2, Tentaclex2, Tremorsense
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Mask of Storms (Level 7) 4 points: Energy Weapons (Electricity), Immunity
(Electricity)
6 points: Energy Weapons (Electricity), Immunity
(Electricity), Shock
8 points: Energy Weapons (Electricity), Immunity
(Electricity), Reach (Slam), Shock, Slam
Mask of Stone (Level 9) 4 points: Burrow, Earth Mastery,
6 points: Burrow, Earth Mastery, Tremorsense
8 points: Burrow, Earth Mastery, Fey Magic (meld
into stone), Tremorsense
Mask of Taiga’s Breath (Level 9) 4 points: Breath Weapon (Electricity)
6 points: Breath Weapon (Electricity, 6 points for
3/day)
4 points: Breath Weapon (Electricity, 8 points for
5/day)
Mask of the Tapestry (Level 11) 4 points: —
6 points: Flight, No Breath
8 points: Flight (4 points for Perfect maneuverability),
No Breath
Mask of Tarn’s Breath (Level 9) 4 points: Breath Weapon (Acid)
6 points: Breath Weapon (Acid, 6 points for 3/day)
4 points: Breath Weapon (Acid, 6 points for 3/day),
Head
Mask of Timeless Wisdom (Level 6) 4 points: Ability Increase (Wisdomx2)
6 points: Ability Increase (Wisdomx3; requires level
12)
8 points: Ability Increase (Wisdomx4)
Mask of Tor’s Breath (Level 9) 4 points: Breath Weapon (Fire)
6 points: Breath Weapon (Fire, 6 points for 3/day)
4 points: Breath Weapon (Fire, 8 points for 5/day)
Mask of Truespeech (Level 6) 4 points: Speak With Animals, Speak With Plants
6 points: Fey Magic (tongues), Speak With Animals,
Speak With Plants
8 points: Fey Magic (tongues), Speak With Animals,
Speak With Plants, Vermin Empathy
Mask of Uncanny Agility (Level 6) 4 points: Ability Increase (Dexterityx2)
6 points: Ability Increase (Dexterityx3; requires level
12)
8 points: Ability Increase (Dexterityx4)
Mask of Vitriol (Level 7) 4 points: Energy Weapons (Acid), Immunity (Acid)
6 points: Corrode, Energy Weapons (Acid), Immunity
(Acid)
8 points: Corrode, Energy Weapons (Acid), Immunity
(Acid) Reach (Slam), Shock, Slam
Mask of Waves (Level 1) 4 points: Gills, Swim, Water Blast, Water Mastery
6 points: Compression, Gills, Swimx2, Water Blast,
Water Mastery
8 points: Compression, Gills, Slam, Swimx2, Water
Mastery, Water Telekinesis
Mask of the Wild (Level 6) 4 points: Nature’s Infusion, Skilled (Knowledge
(nature), Survival)
6 points: Nature’s Infusion, Resistance (Cold), Scent,
Skilled (Knowledge (nature), Survival)
8 points: Nature’s Infusion, Resistance (Cold, Fire),
Scent, Skilled (Knowledge (nature), Perception,
Survival)
Mask of Winds (Level 5) 4 points: Air Mastery, Flight (3 points for extra speed)
6 points: Air Mastery, Flight (5 points for extra speed
and perfect maneuverability)
8 points: Air Mastery, Compression, Flight (6 points
for extra speed twice and perfect maneuverability)
Mask of Wizardry (Level 4) 4 points: Basic Magicx2, Minor Magic
6 points: Basic Magic, Minor Magic, Major Magic
8 points: Basic Magic, Minor Magicx2, Major Magic
Mediator’s Mask (Level 1) 4 points: Skilled(Bluff, Diplomacy, Intimidate, Sense
Motive)
6 points: Ability Increase (Charisma), Skilled(Bluff,
Diplomacy, Intimidate, Sense Motive)
8 points: Ability Increase (Charismax2), Skilled(Bluff,
Diplomacy, Intimidate, Sense Motive)
Penumbral Mask (Level 1) 4 points: Shadow Blend, Shadow Form
6 points: Compression, Darkvision, Shadow Blend,
Shadow Form
8 points: Compression, See in Darkness, Shadow
Blend, Shadow Form
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Sage’s Mask (Level 1) 4 points: Skilled (Knowledge (arcana), Knowledge
(dungeoneering), Knowledge (nature), Knowledge
(planes))
6 points: Skilled (Knowledge (arcana), Knowledge
(dungeoneering), Knowledge (history), Knowledge
(nature), Knowledge (planes), Knowledge (religion))
8 points: Skilled (Knowledge (arcana), Knowledge
(dungeoneering), Knowledge (history), Knowledge
(local), Knowledge (nature), Knowledge (nobility),
Knowledge (planes), Knowledge (religion))
Scoundrel’s Mask (Level 1) 4 points: Skilled (Bluff, Disable Device, Disguise,
Sleight of Hand)
6 points: Skilled (Bluff, Disable Device, Disguise,
Intimidate, Sleight of Hand, Stealth)
8 points: Skilled (Acrobatics, Bluff, Disable Device,
Disguise, Intimidate, Perception, Sleight of Hand,
Stealth)
Spider’s Mask (Level 7) 4 points: Climb, Web
6 points: Climb, Limbs (Legs), Web
6 points: Climb, Limbs (Legs)x2, Web
Troll’s Mask (Level 11) 4 points: —
6 points: Fast Healing (6 points for Fast Healing 2)
8 points: Fast Healing (8 points for Fast Healing 3)
Forbidden Masks
Honestly, I should have realized that Winter’s
champion would have some kind of trick up his
sleeve, but at the time I didn’t see it coming. I
expected another one of those stuffy Faerie Knights
the fey lords usually send, so my first surprise was to
be dealing with another masquerade reveler.
“Nicholas the Wolf,” he introduced himself in
mocking tones. Going up against another reveler, I
needed to use everything I knew to my advantage.
He certainly would. I wracked my brain for the
weaknesses of any masks involving lupine powers. A
wolf made sense as a champion of the Court of
Winter. Unlike the ever-changing Court of Autumn,
the Court of Winter was harsh and powerful.
Spartan in the bleak pursuit of destruction, a reveler
of winter wouldn’t have any frills, only fangs and
cold, hard steel.
Of course, Nicholas the Wolf didn’t use any wolf-
based powers at all. Nicholas the Non-Wolf, if
Nicholas is even really his name, drew a dangerous
symbol with his finger, leaving a black throbbing
afterimage in the air behind it. It was something
horrible in Aklo, pulsing with dark magic. With that,
I felt a dark aura pounding down upon us like a
breaking storm. I immediately dashed back into a
defensive stance as the darkness crashed down. But it
wasn’t aiming for me. As the darkness engulfed
Nicholas, a twilight mask engulfed his face and then
his entire head, devouring them until nothing was
left. It was when I heard the whinnying sound that I
realized that Nicholas had done the unthinkable. He
had bound his soul to darkness and made a pact to
harness the power of the Forbidden Masks.
“Melusine, Autumn’s Whisper”, he intoned, and I felt
the power of my name throbbing in the air between
us as he grasped my name with his magic and began
to choke it, “The bells ring thrice for your death
knell.” I heard an ethereal bell somewhere in the
distance, growing louder and louder. “For today, you
die!”
—Melusine, Autumn’s Whisper
Banshee Mask (Undead, Level 11) 4 points: —
6 points: Flight, Lifesense
8 points: Incorporeal Form, Lifesense
Dullahan Mask (Undead, Level 5) 4 points: Energy Weapons (Cold), Dullahan’s Mount
6 points: Death’s Calling, Dullahan’s Mount
8 points: Energy Weapons (Cold), Death’s Calling,
Dullahan’s Mount
Mythic Masks
It’s not often that you’ll see emissaries of two courts
working together. Usually, they simply can’t trust
each other enough to make it worthwhile. But things
being what they are, Liriope of the Court of Spring
was about the best I was going to get. She probably
wouldn’t betray me for her own inscrutable motives.
Probably,given Dolos’s crimes against her court, and
the promises she made. The latter weren’t worth
much more than the literal letter of the agreement,
though. The blodeuwedd queen and I had trailed
Dolos for three weeks. Other than the fact that he
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didn’t own a demesne of his own, the trickster fey
was likely strong enough to be a minor fey lord in his
own right, and that added up to a quarry that was
nearly impossible to corner.
In the end, it was his own pride that was his undoing,
as he couldn’t help but set up traps and pranks to
taunt his pursuers. When you picture a trickster fey,
what do you see? Probably some little wiry guy
sticking out his tongue while tying your shoelaces
together, right? Well Dolos stood a mean twelve feet
tall with bulging muscles, and he didn’t sacrifice any
of the traditional deviousness you would expect. One
could have hoped that he had spent so many hours
training getting into that kind of shape that he had to
blow off his trickster lessons.
We had been fighting Dolos for three hours. He kept
using illusions, conjurations, and misdirections, so I
had to ration my use of masks until we were
absolutely sure we faced the real Dolos. Liriope and I
were covered in blood, dirt, and sweat—did you
know blodeuwedds sweat? It actually smells kind of
like morning dew—when finally, the trap we had laid
twenty minutes earlier paid off. As we fought against
Dolos’s third layer of misdirection, we focused on
attacks that made entire area dangerous, seemingly
falling for his most recent trick. In reality, it was a
ploy to draw the real Dolos into the patch of bushes
where Liriope had “missed” an attack with some
seeds earlier, in actuality planting quick-growing
tetori vines in that area.
And the plan worked. The vines grabbed the unseen
Dolos, rendering him unable to escape, even with
freedom magic or via dimensional routes. As Liriope
outlined him in faerie fire, I began my own fight.
Even though he couldn’t move away or use another
trick, Dolos was no pushover, and although I was
inflicting significant damage on him, I was also
beginning to tire. It was time for me to use my last
trick. I readied myself to switch masks...
But before I could do anything, I heard a strangely
high-pitched yell, as if someone was moving towards
us at unfathomable speed. Another of Dolos’s tricks?
Just then, a shirtless, well-muscled man landed
nearby from incredibly high velocity, moving nearly
as fast as sound itself. He left a small crater in the
ground beneath. He was a mortal, but...there was
something else about him, an aura surrounding him.
“Yo, I’m Amairgen,” he said, brushing himself off, as
a strange mask unlike any I had ever seen began to
form around his face. He was also a masquerade
reveler!
“I heard an interesting fight. Guess this guy’s pretty
strong?” Amairgen said, tilting his arm, palm up as if
expecting an answer. Meanwhile, he reached into his
belt and pulled out a pixie skull, throwing it at Dolos.
With a flash of light, something tugged out of Dolos’s
body and into the skull, which Amairgen scooped up.
“Surrender to these lovely ladies,” he commanded.
Blank-eyed, Dolos obeyed, and Liriope quickly
enspelled him with a binding magic.
“What in the Lady’s name are you—” I began, but he
started sprinting at full speed as we called at his
back, finally launching himself into the air.
“Sorry, no time, ladies. So little time, so many trials
of my mighty power. See you later!” his voice became
unnaturally low as he leaped away thousands of feet
into the air, probably miles away before he finished
his sentence.
Liriope and I turned to each other, and we each
spoke at the same time, “I hate that guy!”
—Melusine, Autumn’s Whisper
Chaneque Mask
(Fey, Mythic, Level 9) 4 points: Steal Soul
6 points: Flight, Steal Soul
8 points: Flight, Mythic Fey Magic (fear), Steal Soul
Leanan Sidhe Mask
(Fey, Mythic, Level 3) 4 points: Ability Increase (Charisma), Deadly Blessing
6 points: Deadly Blessing, Unearthly Grace
8 points: Deadly Blessing (4 points), Unearthly Grace
Tane Masks
You don’t know how awful it feels to be eaten alive.
Really, honestly, it’s one of the worst possible
sensations. The steady, pulsing throb of crushing
agony as you feel yourself forcibly pushed down the
creature’s gullet, slathered in mucus and bodily
fluids, and the sudden splash of painful, burning
agony as you land in its digestive juices. From inside,
you can hear the beating of its heart —if you can
clear yourself of the pounding of your own.
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In hindsight, I should have probably listened to the
leprechaun’s strange poems and limericks. There had
been something in there about a vorpal sword, biting
jaws), and advice to shun several dangerous
creatures. But you have to understand, the wee
fellow was rhyming and singing incessantly,
following along beside me as I was trying to think.
He literally would not stop talking. He was lewd and
crude and made me feel like I needed to take a bath
in the lake, even when I was taking a bath in the lake
and his little head popped out nearby. It’s honestly no
wonder I told him to stick his shillelagh where the
sun doesn’t shine. There is nothing in the world
worse than having to put up with a rhyming
leprechaun...well, except being eaten alive.
As I drew my decidedly non-vorpal sword, I tried to
imagine that the giant bird’s gizzard was the leering
chortling leprechaun. Somehow, that made the whole
thing easier.
—Melusine, Autumn’s Whisper
Bandersnatch Mask
(Beast[Quadruped], Tane) Lesser: Bandersnatch Rake, Bounding Charge, Climb,
Enormousx2, Limbs (Legs), Pain, Planar Acclimation,
Pounce, Quill Defense, Quills, Skilled (Survival), Tail
Greater: Bandersnatch Rake, Bounding Charge,
Climb, Enormousx2, Lash Out, Limbs (Legs), Pain,
Planar Acclimation, Pounce, Quick Recovery, Quill
Defense, Quills, Skilled (Survival), Tail, Tail Slap
Jabberwock Mask
(Beast[Quadruped], Tane) Lesser: Enormousx2, Eye Rays, Fear of Vorpal
Weapons, Flight, Grab (Claws), Immunity (Fire),
Jabberwock Damage Reduction, Planar Acclimation,
Tail, Vulnerability (Cold), Wing Buffet
Greater: Burble, Enormousx2, Eye Rays, Fear of
Vorpal Weapons, Flight, Grab (Claws), Immunity
(Fire), Jabberwock Burn, Jabberwock Damage
Reductionx2, Planar Acclimation, Tail, Tail Slap,
Vulnerability (Cold), Whiffling, Wing Buffet
Jubjub Bird Mask
(Beast[Avian], Tane) Lesser: Adaptive Defense, Deadly Bite, Enormousx2,
Grab (Bite), Planar Acclimation, Talons, Tane Fast
Healing
Greater: Adaptive Defense, Deadly Bite, Enormousx2,
Jabberwock Mask
Grab (Bite), Planar Acclimation, Shriek, Swallow
Whole, Talons, Tane Fast Healingx2,
Sard Mask (Beast, Tane) Lesser: Climb, Electrical Jolt, Enormousx2, Immunity
(Electricity), Increased Speedx2, Limbs (Legs), Planar
Acclimation, Plant Traits, Sard Poison, Sard Slams,
Tane Fast Healing, Thorns, Vulnerability (Sonic)
Greater: Climb, Electrical Jolt, Enormousx2,
Immunity (Electricity), Increased Speedx2, Limbs
(Legs), Planar Acclimation, Plant Traits, Sard Death
Throes, Sard Lightning, Sard Poison, Sard Slams,
Tane Fast Healingx2, Thorns, Vulnerability (Sonic)
Thrasfyr Mask
(Beast[Quadruped], Tane) Lesser: Air Walk, Bite, Entangling Chains,
Enormousx2, Gore, Head, Immunity (Fire, Sonic),
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Limbs (Legs), Planar Acclimation, Powerful Charge,
Vulnerability (Cold)
Greater: Air Walk, Bite, Claws, Entangling Chains,
Enormousx2, Gore, Head, Immunity (Fire, Sonic),
Limbs (Legs), Planar Acclimation, Powerful Charge,
Tane Breath Weapon (80-foot cone of fire),
Vulnerability (Cold)
Evolutions
“This is your last chance, wench. There’s plenty of
worse things we could do to you, but we just want the
lily.”
As a rule, sky pirates from the Court of Winds are
ruthless, cunning, and quick. But they’re also quick to
leap to action without all the information. And this
one didn’t know who he was dealing with. I did a
quick scan across the dandelionship to make sure
none of the leshies were in danger of falling after
being rammed by the pirates’s vessel, and, seeing
none, I breathed a slight sigh of relief that the pirate
captain took as a sign of surrender.
“I’m glad you’ve seen reason—” he began, but he
stopped in his tracks as I began to change.
My clothing transformed into lichen and flowers and
my hair into velvety moss and living grass. I smiled
as the mask took me. It had been a gift from an
unexpected friend. The pirates began to gasp and
wheeze as the allergens I was emitting took their
effect, and I felt a connection to the dandelionship
itself, drawing in the ship’s energy to protect me as if
the living vessel itself sought to keep me safe.
“Why don’t you hand over your weapons and gear,
boys,” I asked them, my lips twitching into a wicked
half-smile, “After all, there are plenty of worse things
I could do to you.”
—Melusine, Autumn’s Whisper
1-Point Evolutions
Air Mastery (Ex) The reveler becomes adept at fighting in the air.
Airborne creatures take a –1 penalty on attack and
damage rolls against her.
New evolutions and the summoner’s eidolon
The new evolutions in this book are balanced
particularly with the masquerade reveler, a class that
can access them for a limited number of rounds per
day, in mind. As such, it is not a good idea to allow
these evolutions on eidolons, who possess them at all
times. Moreso even than usual, you should ask your
GM’s permission to take any of these evolutions with
an eidolon. GMs, looking to balance these evolutions
on an eidoloncan limit the number of rounds that the
eidolon can use them in a day (like the incorporeal
evolution) or double the cost of evolutions that would
become particularly powerful with unlimited use.
Blasphemous Resistance (Su) The reveler becomes resilient to the energies of divine
spellcasters. She receives a +2 racial bonus to all
saving throws against divine spells.
Boot Stomp (Ex) The reveler’s footwear grows sharp spikes, allowing
her to make a secondary kick attack for 1d6 damage (if
Medium). She can also make a kick attack as a
standard action partway through her movement.
Compression (Ex) The reveler can move through an area as small as one-
quarter her space without squeezing, or one-eighth
her space when squeezing.
Darkvision (Ex) The reveler gains 60-foot darkvision.
Earth Mastery (Ex) The reveler draws her strength from the earth. She
gains a +1 bonus on attack and damage rolls if both
she and her foe are touching the ground. If an
opponent is airborne or waterborne, she takes a –4
penalty on attack and damage rolls. These modifiers
apply to bull rush and overrun maneuvers, whether
she is initiating or resisting these kinds of attacks.
Enormous [Beast] (Ex) The reveler’s bestial form is particularly massive. A
reveler wearing a mask with this evolution increases
to Large size. She gains a +2 size bonus to Strength
and a –2 size penalty to Dexterity. The reveler must be
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at least 5th level to wear a mask with this evolution,
and only masks with the Beast descriptor can contain
this evolution. Because the mask has the Beast
descriptor, the reveler never gains reach from this size
increase.
If she spends 2 additional evolution points on this
evolution, the reveler instead becomes size Huge. She
gains a +4 size bonus to Strength and a –4 size
penalty to Dexterity and a 10-foot base reach. These
bonuses and penalties replace, and do not stack with,
those for becoming Large. The reveler must be at least
13th level before selecting this option.
Feather Fall (Sp) The reveler is protected from dangerous falls. She is
treated as though constantly under the effects of
feather fall. If the reveler loses the effect, she can
reactivate it on her turn as a free action.
Ferocity (Ex) The reveler refuses to fall in battle. She remains
conscious and can continue fighting even if her hit
point total is below 0. She is still staggered and loses 1
hit point each round. She still dies when her hit point
total reaches a negative amount equal to her
Constitution score.
Fey Cantrip (Sp) The reveler has learned some of the fey’s magical
tricks. She chooses dancing lights, detect magic,
ghost sound, or prestidigitation and can cast the
chosen cantrip at will. She may only activate Fey
Cantrip while wearing a number of different masks
equal to her Charisma modifier (minimum 1) each
day. The caster level for the cantrips is equal to her
barbarian level, and the save DC is 10 + her Charisma
modifier. The reveler must have a Charisma of at least
10 to select this evolution.
Icewalking (Ex) The reveler and any creature she rides can move
across icy surfaces without penalty and do not need to
make Acrobatics checks to run or charge on ice. They
may climb icy surfaces as though under the effects of
the spider climb spell.
Increased Speed (Ex) The reveler is particularly fleet of foot. Her base
movement speed increases by 10 feet. She may select
this evolution more than once.
Kneecapper (Ex) The reveler is particularly clever at tripping larger
opponents with her claws. The Trip evolution triggers
on successful claw attacks instead of bite attacks.
When she uses the Trip evolution to trip an opponent
at least one size category larger, she receives a +2
racial bonus on the combat maneuver check. This
bonus increases to +4 if the opponent is at least two
size categories larger.
Luminous (Su) The reveler naturally sheds light equal to that
provided by a torch. She can control the color and
intensity of the light as a swift action, reducing it to
the dimness of a candle or even extinguishing its
luminosity entirely if she wishes. This light counts as
though shed by a 0 level spell for the purposes of
spells with the Darkness descriptor.
Misplacement (Su) Whenever the reveler succeeds at a Sleight of Hand
check or Steal combat maneuver to steal an object
from a creature, if she was in that creature’s square
she can also reorganize the creature’s equipment. The
next time the creature attempts to retrieve a stored
item or draw a weapon, the attempt requires a
standard action instead of a move action unless it uses
magic, such as a handy haversack. After spending the
standard action, the creature takes mental inventory
and is no longer affected unless the reveler steals
something again.
Numbing Slime (Ex) Whenever the reveler comes in bodily contact with
another creature through natural attacks, grappling,
touch attacks, or any other means, that creature must
succeed at a saving throw of DC 10 + 1/2 the reveler’s
barbarian level + the reveler’s Constitution modifier
or take a –4 penalty to all tactile Perception checks as
well as all other checks that require tactile senses
(such as Disable Device and Sleight of Hand) for 24
hours. If a creature succeeds at the saving throw, she
is immune to the slime from this mask for 24 hours.
Panpipes (Su) Three times per day, the reveler can play a set of
masterwork panpipes as a swift action while using the
Fey Cantrip or Fey Magic evolutions to increase any
DC of that casting by 2.
Persuasion (Su) The reveler can gradually insinuate her desires into
the minds of those affected by her Fey Magic charm
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person spell-like ability. For every 10 minutes a target
is under the effects of her charm person, the reveler
suffers a cumulative –1 penalty to her opposed
Charisma checks (to a maximum of –5) when shetries
to convince her to do something she wouldn’t
normally do. This penalty applies only to castings of
charm person from the Fey Magic evolution, and the
penalty accrues and persists even when the reveler
does not possess the Persuasion evolution, so long as
she possessed it when she cast charm person.
.
Petrify Proof (Ex) The reveler’s connection to stone makes her difficult
to petrify. She receives a +4 racial bonus to saving
throws against petrification.
If she spends 2 additional evolution points, this
improves to immunity to petrification. The reveler
must be at least 7th level before selecting this
additional option.
Poison Dust (Su) As a standard action, the reveler can blow across her
palm and create a 5-foot diameter cloud of
intoxicating dust. The reveler decides when she uses
this ability whether the dust acts as an inhaled poison
(with the same effects as a successful hit with the
Poison evolution) or a mild intoxicant (equivalent to
1–2 glasses of beer). The reveler must be at least 7th
level before selecting this evolution.
Putrefying Aura (Su) All unattended non-magical food or liquid within 30
feet of the reveler instantly rots or spoils. Attended
non-magical food or liquid within the aura receives a
saving throw to resist this effect (DC 10 + 1/2 the
reveler’s barbarian level + her Constitution modifier).
The reveler must be at least 3rd level before selecting
this evolution.
Shillelagh (Sp) Any non-magical club or quarterstaff is a dangerous
weapon in the reveler’s hands. All such weapons gain
the effect of shillelagh, though only when the reveler
wields them.
Stability (Ex) While she is standing on the ground, the reveler
receives a +4 racial bonus to her CMD to avoid bull
rush and trip attempts. Unlike most racial bonuses, if
the reveler is a dwarf this ability does not stack with
her racial Stability.
Stone Knowledge (Ex) The reveler’s enhanced knowledge of earth and stone
grants a +1 racial bonus on attack and damage rolls
and the benefits of the Improved Critical feat against
creatures and objects made of stone or earth or with
the earth subtype. Additionally, Knowledge
(dungeoneering), Knowledge (engineering) and
Profession (miner) count as class skills for the reveler.
Tentacle Beak (Ex) The reveler grows long tentacles with beaks on the
end. These are secondary weapons that act
equivalently to the Tentacle evolution, except that the
damage is bludgeoning, piercing, and slashing.
Tiny (Ex) The reveler shrinks to picayune proportions. She
becomes Tiny, reducing her base reach to 0 feet. She
gains a +2 size bonus to Dexterity and a –2 size
penalty to Strength.
Vault (Su) The reveler can leap up to 20 feet (vertically or
horizontally in any combination) as a move action
without provoking attacks of opportunity.
Water Blast (Ex) The reveler can release a pressurized blast of water up
to 60 feet as a standard action. In order to strike an
opponent with the water blast, she must succeed at a
ranged touch attack. A successful hit deals 1d8
damage and allows the reveler to attempt a combat
maneuver check as a free action to push the opponent
back 5 feet.
Water Mastery (Ex) The reveler becomes skilled at fighting in the water.
She gains a +1 bonus on attack and damage rolls if
both she and her opponent are touching water. If the
opponent or the reveler is touching the ground, the
reveler takes a -4 penalty on attack and damage rolls.
These modifiers apply to bull rush and overrun
maneuvers, whether the reveler is initiating or
resisting these kinds of attacks.
Weep (Su) The reveler’s sorrow manifests her despair and
isolation. As a standard action, she can unsettle those
near her when she cries. Any creature within 30 feet
who can hear her weeping becomes shaken unless it
succeeds at a Will saving throw, DC 10 + 1/2 her
barbarian level + her Charisma modifier. This ability
can't cause a creature to become frightened or
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panicked. This is a mind-affecting fear effect that
relies on audible components. The reveler must be at
least 6th level before selecting this evolution.
Woodland Stride (Ex) The reveler may move through any sort of
undergrowth (such as natural thorns, briars,
overgrown areas, and similar terrain) at her normal
speed and without taking damage or suffering any
other impairment. Thorns, briars, and overgrown
areas that have been magically manipulated to impede
motion, however, still affect her. The reveler must be
at least 5th level before selecting this evolution.
2-Point Evolutions
Allergen Aura (Ex) The reveler exudes an aura of pollen and other
irritating allergens that forces living creatures within
30 feet to make a Fortitude save (DC 10 + 1/2 her
barbarian level + her Constitution modifier) or
become sickened, coughing and sneezing for 1d6
rounds. This counts as a disease effect. Creatures who
successfully save cannot be affected by the same
mask’s aura for 24 hours. A reveler can suppress this
aura at will as a free action. The reveler must be at
least 8th level before selecting this evolution.
Animal Form (Su) The reveler can transform into an animal, but she
retains most of her own physical qualities. Select one
Small or Medium animal. This ability functions as
beast shape I for that specific type of animal only, but
the reveler does not adjust her ability scores (although
she gains any other abilities of the creature she
mimics).
Animated Hair (Su) The reveler’s hair is constantly writhing and
twitching. As a free action, she can cause her long hair
to reach out and interfere with adjacent creatures—
tugging at clothes and weapons, tangling feet and
arms, tickling, and generally making a nuisance of
itself. The reveler can select which adjacent targets are
affected by her animated hair. These targets must
make a Reflex save (DC 10 + 1/2 her barbarian level +
her Dexterity modifier) each round to avoid becoming
entangled for 1 round. The reveler must be at least 7th
level before selecting this evolution.
Bleed (Ex) The reveler’s attacks become jagged and sinister,
capable of inflict deep wounds that bleed profusely.
Animal Form (Deinonychus)
Any creature hit by one of the reveler’s attacks suffers
1d6 bleed damage. The reveler must be at least 6th
level before selecting this evolution
Blur (Sp) The reveler is blurry and difficult to see. She gains
concealment at all times as though under the effect of
a blur spell. The reveler must be at least 3rd level
before selecting this evolution.
Blood Drain (Ex) The reveler is able to sup on the blood of mortals. She
can suck blood from a grappled or helpless opponent;
if she establishes or maintains a pin, she deals bite
damage and drains blood, dealing 1d4 points of
Strength damage and 1d4 points of Constitution
damage each round. The reveler must have the Bite
evolution and must be at least 3rd level before
selecting this evolution.
Bramble Jump (Su) The reveler can travel short distances between
brambles, shrubs, or thickets as dimension door as
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part of a move action. She must begin and end this
movement while in an area of at least light
undergrowth. She can travel in this manner up to 60
feet per day. This movement must be used in 10-foot
increments and does not provoke attacks of
opportunity. The reveler must be at least 3rd level
before selecting this evolution.
Burn (Ex) The reveler’s flames can set opponents ablaze.
Whenever the reveler deals fire damage to an
opponent using the Energy Attacks (Fire) or Energy
Weapons (Fire) evolution, and whenever an opponent
strikes the reveler with a natural weapon or unarmed
attack, the opponent must succeed at a Reflex save
(DC 10 + 1/2 the reveler’s barbarian level + her
Constitution modifier) or catch on fire, taking 1d6
damage each round. A burning creature can attempt a
new save as a full-round action. Dropping and rolling
on the ground grants a +4 bonus on this save. The
reveler must be at least 7th level and possess the
Energy Attacks (Fire) or Energy Weapons (Fire)
evolution before selecting this evolution.
Chill 2 (Ex) The reveler’s cold attacks can chill her foes to the
bone. Whenever the reveler deals cold damage to an
opponent using the Energy Attacks (Cold) or Energy
Weapons (Cold) evolution, the opponent becomes
entangled for 1 round. The reveler must be at least 7th
level and possess the Energy Attacks (Cold) or Energy
Weapons (Cold) evolution before selecting this
evolution.
Congeal Water (Su) Once per day, the reveler can surround a creature in a
thin layer of magically viscous water as a standard
action at a range of 30 feet. A target that fails a Reflex
save (DC 10 + 1/2 the reveler’s barbarian level + her
Charisma modifier) becomes entangled, and must
hold its breath or risk drowning. The target or an
adjacent creature can spend a full-round action on its
turn scraping off the clinging fluid, allowing a new
Reflex save with a +2 bonus; otherwise, the effect lasts
for 1d4 minutes. The reveler can use this ability even if
there is no source of water nearby.
Corrode 2 (Ex) The reveler’s acid attacks corrode her opponent’s body
and equipment. Whenever the reveler deals acid
damage to an opponent using the Energy Attacks
(Acid) or Energy Weapons (Acid) evolution, the
opponent takes an additional 1d6 points of acid
damage one round later. This damage does not stack
with multiple attacks. Additionally, that opponent
must succeed at a Reflex save (DC 10 + 1/2 the
reveler’s barbarian level + her Constitution modifier)
or the opponent’s shield and armor each also suffer
1d6 acid damage (ignoring hardness). The reveler
must be at least 7th level and possess the Energy
Attacks (Acid) or Energy Weapons (Acid) evolution
before selecting this evolution.
Deepest Fear (Su) The reveler is cloaked in a 30-foot aura of fear. This
aura manifests as a shifting haze of images that reflect
the viewer's deepest fears. The first time it ends its
turn within the aura, a creature must make a Will save
(DC 10 + 1/2 the reveler’s barbarian level + her
Charisma modifier) or become shaken for as long as it
stays within the aura. If the creature succeeds at the
saving throw, it cannot be affected again by the aura
for another 24 hours. This is a fear effect. The reveler
must be at least 8th level before selecting this
evolution.
Disease (Su) The reveler is suffused with the disease Mortasheen,
the essence of pollution and corruption. Any who
come in contact with the reveler must succeed at a
Fortitude save or contract the diseaseA creature need
only save once per round, even if it comes in contact
with the reveler multiple times.
Mortasheen
Type disease (contact); Save Fort negates;
Frequency 1/day; Effect 1d4 Con and target is
fatigued; Cure 2 consecutive saves. Animals take a –2
penalty on their saves against this disease.
The save DC is equal to 10 + 1/2 the reveler’s
barbarian level + her Constitution modifier. The
reveler must be at least 7th level before selecting this
evolution.
Dullahan’s Mount (Su) [Undead] As a standard action, the reveler can summon a war-
trained heavy horse with the fiendish creature simple
template. This horse remains until it is slain or the
reveler dismisses it. She can only have one such horse
in her service at a time, and if the horse is slain, she
may not summon another for 24 hours. Only a reveler
with access to the dullahan mask can ever gain this
evolution, and even then she must be at least 5th level.
Dying Words (Sp) When the reveler is slain, she utters a curse as a free
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action (whether it is her turn or not) that affects her
killer as though it were a bestow curse spell (caster
level equal to her barbarian level). The target can
resist the curse with a successful Will save (DC 10 +
1/2 the reveler’s barbarian level + her Charisma
modifier). If the save fails, the target suffers a –6
decrease to its highest ability score. The reveler must
be at least 5th level before selecting this evolution.
Enchanting Music (Su) As a full-round action, the reveler can play a musical
stringed instrument and target a single creature
within 45 feet that can hear and see the reveler with
an effect identical to unnatural lust (caster level equal
to her barbarian level,; Will DC 10 + 1/2 the reveler’s
barbarian level + her Charisma modifier). This is a
sonic mind-affecting compulsion effect. The reveler
must be at least 9th level before selecting this
evolution.
Energy Weapons (Su) The reveler’s weapons become charged with energy.
Pick one energy type: acid, cold, electricity, or fire. As
long as she attacks with at least one manufactured
weapon attack, all of the reveler’s manufactured
weapon attacks, unarmed strikes, and natural attacks
deal 1d6 points of energy damage of the chosen type
on a successful hit. The reveler must be at least 5th
level before selecting this evolution.
Fated (Su) The reveler’s ties to fate allow her to react quickly. She
may add her Charisma modifier as an insight bonus
on initiative checks. The reveler must be at least 12th
level before selecting this evolution.
Fey Magic (Sp) The reveler has learned to emulate the spells of the
fey. She chooses either charm person, entangle,
feather step, grease, obscuring mist, or vanish
(3/day) or blindness/deafness, detect thoughts, heat
metal, glitterdust, gust of wind, hideous laughter,
invisibility (self only), meld into stone, mirror image,
or tongues (1/day). She may only activate Fey Magic
while wearing a number of different masks equal to
her Charisma modifier each day. The caster level for
the spell-like ability is equal to her barbarian level,
and the save DC is either 11 + her Charisma modifier
(for the 3/day spell-like abilities) or 12 + her
Charisma modifier (for the 1/day spell-like abilities).
The reveler must have a Charisma of at least 12 and be
at least 6th level to select this evolution.
Fiddle (Su) The reveler becomes capable of rubbing her legs
together like a cricket to create a surprisingly pleasant
sound not unlike that of a tiny fiddle. As a standard
action, the reveler can create a catchy tune that
compels any creature within a 20-foot spread to dance
and caper. A creature can resist this compulsion by
making a Will save DC 10 + 1/2 the reveler’s barbarian
level + her Charisma modifier. Creatures that fail are
compelled to dance and shuffle their feet, and are
effectively staggered as long as the reveler continues
to fiddle as a standard action each round and as long
as they remain within 20 feet of the reveler. A reveler
can maintain this effect for up to 10 rounds per day by
concentrating. Once a creature makes the save against
a reveler’s fiddle, it is immune to further fiddle effects
from that reveler for 24 hours. This is a sonic mind-
affecting effect. The reveler must be at least 3rd level
before selecting this evolution.
Hide in Plain Sight (Su) The reveler has learned how to hide herself in a
particular environment. She selects a ranger favored
terrain category. Whenever she is in an environment
of that sort, she can use the Stealth skill even when
being observed and without actually hiding behind
anything. This ability cannot be used while flying. The
reveler must be at least 5th level before selecting this
evolution.
Levitation Poison (Su) The reveler produces an unusual fey poison that lifts
its victims into the air. This evolution acts exactly the
same as the Poison evolution (including the once per
round limit) except for the following change:
Levitation poison
Type poison, injury; Save Fort negates;
Frequency 1/round for 5 rounds;
Effect 1 Dexterity damage + levitate (victim rises 10
feet as per the spell per failed save);Cure 2
consecutive saves.
This effect can either be healed as a poison or
removed via dispel magic as though it was a spell
effect with a caster level equal to the reveler’s
barbarian level. The reveler must be at least 9th level
before selecting this evolution.
Muddy Field (Su) As a standard action when on sand, soil, or other
types of loose earth, the reveler can gush standing
water into the area surrounding her. Upon doing so,
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the land within 15 feet of the reveler is treated as a
shallow bog. This water remains as long as the reveler
is within 15 feet and wishes to maintain the water. The
bog instantly disperses as soon as the reveler is killed,
disperses the water, or moves out of the area. The
reveler must be at least 7th level before selecting this
evolution.
Nature’s Infusion (Su) Once per day, while surrounded by any field or fertile
plain, the reveler may infuse herself with borrowed
life energy from nearby plants and nutrients in the
ground. This ability functions exactly like false life
(caster level equal to the reveler’s barbarian level) but
lasts only 1 hour. The reveler must be at least 6th level
before selecting this evolution.
Plant Traits, Lesser (Ex) The reveler takes a form that is vaguely plantlike,
though she does not completely transform into a
plant. She gains a +2 racial bonus to all saving throws
against mind-affecting effects, paralysis, poison,
polymorph, sleep effects, and stunning. .
Prescient (Su) The reveler is able to predict the future, so nothing
catches her unawares. She is never surprised and can
always act on the surprise round. The reveler must be
at least 9th level before selecting this evolution.
Puffballs (Ex) The reveler has learned how to nurture deadly
puffballs upon her body. Each 6-inch- diameter
spherical fungus has a thorny internal stalk covered
by a thin skin of spore-laden flesh. As a standard
action that does not provoke an attack of opportunity,
the reveler can pluck and throw a puffball with a
range of 20 feet. On a successful hit, the thorns
expand and pulsate on impact, bursting through the
flesh of the puffball. This inflicts 1d6 points of damage
and releases fungal spores that infect the victim with
pulsing puffs. As soon as a puffball has been plucked,
another grows in its place. Once a puffball has been
plucked, it decomposes after 1 round, becoming inert.
Pulsing Puffs
Type: disease (injury); Save Fort DC 10 + 1/2 the
reveler’s barbarian level + her Constitution modifier;
Onset 1 minute; Frequency 1/day;
Effect 1d6 Dex damage; Cure 2 consecutive saves.
Pulsing puffs is a disease characterized by small, blue-
white spores sprouting within a creature's wounds.
These spores quickly grow into phosphorescent,
domed mounds that pulsate and throb, eating away at
victims' connective tissue, severely impairing them.
Additionally, once a creature takes 7 points of
Dexterity damage from the pulsing puffs, the domed
mounds burst, releasing a 10-foot-radius burst of
diseased spores. This effect lasts for 1 round. Any
creature caught within the burst radius or that moves
through it is exposed to the pulsing puffs disease.
The reveler must be at least 7th level before selecting
this evolution.
Putrid Vomit (Ex) Every 1d4 rounds, the reveler can spew a 30-foot
stream of vomit as a standard action. This is a ranged
touch attack with no range increment. Any creature
struck must succeed at a Fortitude save (DC 10 + 1/2
the reveler’s barbarian level + her Constitution
modifier) or be nauseated for 1d4 rounds. The reveler
must be at least 6th level before selecting this
evolution.
Shift Fate (Su) The reveler is able to twist fate in either direction. As
an immediate action, she may force any one target
within 120 feet to reroll a saving throw. This ability
must be used immediately after the saving throw is
rolled, and the target must abide by the result of this
second roll. The reveler must be at least 15th level and
must possess the Fated and Prescient evolutions
before selecting this evolution.
Shock 2 (Ex) The reveler’s electric attacks build up electric charge,
making her opponent more vulnerable to metal.
Whenever the reveler deals electric damage to an
opponent using the Energy Attacks (Electricity) or
Energy Weapons (Electricity) evolution, attacks with
metal weapons gain a cumulative +1 bonus to hit the
opponent for 1 round (maximum +4 bonus). The
reveler must be at least 7th level and possess the
Energy Attacks (Electric) or Energy Weapons
(Electric) evolution before selecting this evolution.
Sneak Attack (Ex) The reveler learns how to strike vital points for
maximum damage, gaining +1d6 sneak attack
damage. This ability is identical to, and stacks with,
the rogue ability of the same name. The reveler must
be at least 6th level before selecting this evolution,
and she may select it a second time at level 12 or
higher and a third time at level 18 or higher.
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Snip Thread (Su) The reveler can call upon her connection with the
mighty norn in order to end a threat forever. As a
standard action up to three times per day but no more
often than once every 1d4 rounds, she may produce a
golden thread linked to a creature's fate and then
attempt to snip it short with her shears. The target
creature must be within 120 feet and in the reveler's
line of sight. The target immediately takes 20d6
points of damage (Fortitude DC 10 + 1/2 the reveler’s
barbarian level + her Charisma modifier). If the target
dies from this damage, the reveler has cut through the
threadIn this case, the target may only be restored to
life via miracle, wish, or divine intervention. This is a
death effect. The reveler must be at least 18th level
and possess the Shift Fate evolution before selecting
this evolution.
Speak With Animals (Sp) The reveler benefits from a constant speak with
animals. She can ask questions of and receive answers
from animals, but the evolution doesn't make them
any more friendly than normal. Wary and cunning
animals are likely to be terse and evasive, while the
more stupid ones make inane comments. If an animal
is friendly toward the reveler, it may do some favor or
service for her.
Speak With Plants (Sp) The reveler benefits from a constant speak with
plants. She can communicate with normal plants and
plant creatures, and can ask questions of and receive
answers from them. A normal plant's sense of its
surroundings is limited, so it won't be able to give (or
recognize) detailed descriptions of creatures or
answer questions about events outside its immediate
vicinity. The spell doesn't make plant creatures any
more friendly or cooperative than normal.
Furthermore, wary and cunning plant creatures are
likely to be terse and evasive, while the more stupid
ones may make inane comments. If a plant creature is
friendly toward the reveler, it may do some favor or
service for her. The reveler must be at least 6th level
before selecting this evolution.
Spell Resistance, Lesser (Ex) The reveler is protected against magic, gaining spell
resistance. Her spell resistance is equal to 5 + her
barbarian level. The reveler must be at least 6th level
before selecting this evolution.
Speedy Sabotage (Su) The reveler is adept at disassembling machinery,
reducing even complex devices to trash with shocking
Snip Thread
speed. When using the Disable Device skill, she treats
all devices as being one category simpler for the
purposes of determining how long it takes to use the
skill. Thus, difficult devices count as tricky, tricky
devices count as simple, and simple devices can be
dismantled as a free action. The reveler must be at
least 4th level before selecting this evolution.
Spill Poison (Su) The reveler weeps levitation poison. Anytime an
opponent damages her with a slashing or piercing
melee weapon, the attack splashes her levitation
poison on the opponent who damaged her a successful
Reflex save negates (DC 10 +1/2 her class level + her
Con Modifier). That opponent must save or be
affected by the levitation poison. Weapons with reach
allow their wielders to avoid this effect, and each
enemy must only save against Spill Poison once per
round, even if that enemy attacks the reveler multiple
times with slashing or piercing attacks. The reveler
must be at least 11th level and possess the Levitation
Poison evolution before selecting this evolution. .
Staggering Touch (Su) Whenever the reveler touches a creature as a standard
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action, it must make a Fortitude save (DC 10 + 1/2 the
reveler’s barbarian level + her Charisma modifier) or
be staggered for 1 round by overwhelming feelings of
desire and shame. This is a mind-affecting effect. The
reveler must be at least 3rd level before selecting this
evolution.
Steal Skin (Su) As a full-round action, the reveler may steal the skin
of a creature of Small, Medium, or Large size with a
roughly humanoid shape. The target creature must be
dead, helpless, or willing. If the target creature is
alive, the reveler must make a successful coup de
grace attack to steal its skin. The reveler can don or
remove a stolen skin as a move action. When wearing
a stolen skin, the reveler takes on the likeness of the
skin's original owner, including the victim's voice,
build, and size, but gains none of the creature's
abilities. The stolen skin grants the reveler a +10
bonus on Disguise checks, with none of the usual
penalties for different gender, race, age, and size.
Stolen skins are preserved and remain as supple as
living skin.
The reveler may only steal and use a number of skins
equal to her Charisma modifier (minimum +1) She
may choose to discard unwanted skins to make room
for new ones at any time; discarded skins rot and
decay normally. If the reveler ends her masquerade
and loses this evolution while wearing a stolen skin,
she retains the Disguise bonuses until she removes the
skin as a move action, at which point she cannot don
the skin without entering masquerade again to regain
this evolution. While the reveler does not possess this
evolution, all stolen skin decays as normal, so she
would need to keep this evolution active with Become
the Mask in order to keep a large number of disguises
available.
The reveler must be at least 4th level before selecting
this evolution.
Stone Stride (Su) The reveler can enter and exit nearby stones. This
ability works like tree stride, except it requires loose
boulders of the same size category as the reveler, and
only has a range of 30 feet. She can use this ability
once per round as a standard action. The reveler must
be at least 7th level before selecting this evolution.
Striking Fear (Su) If the reveler confirms a critical hit or a sneak attack
with one of her claws on a target currently suffering a
fear effect, that effect automatically becomes one step
more severe (shaken creatures become frightened,
frightened creatures become panicked, and panicked
creatures cower in fear). A Will save (DC 10 + 1/2 her
barbarian level + her Charisma modifier) negates this
increase. In addition, a critical hit from the reveler's
claws forces any target that has successfully saved
against her fear aura to make another Will save
against its effects, even if 24 hours have not yet
passed. This is a fear effect. The reveler must be at
least 13th level and must possess the Claws and
Deepest Fear evolutions before selecting this
evolution.
Transparency (Su) When underwater, the reveler’s body becomes
transparent, effectively rendering her invisible. She
can become visible or transparent at will as a free
action. The reveler must be at least 4th level before
selecting this evolution.
Verdant Step (Su) Every stride taken by the reveler causes small plants,
grasses, and wildflowers to sprout from the ground,
though she can suppress this effect if she desires.
While within a plain of tall grass, brush, or similar
undergrowth, the reveler may also step through such
plant-life and emerge at any other point within the
same field (potentially miles away). This ability
functions similar to transport via plants, but the
reveler can only transport herself and does not require
a plant equal to her size. This ability is usable three
times per day. The reveler must be at least 15th level
before selecting this evolution.
Vermin Empathy (Ex) This ability functions as a druid's wild empathy,
except the reveler can only use this ability on vermin.
The reveler gains a +4 racial bonus on this check.
Vermin are normally mindless, but this empathic
communication imparts on them a modicum of
implanted intelligence, allowing the reveler to train
Medium vermin and potentially use them as mounts
so long as she retains this evolution. Vermin empathy
treats swarms as if they were one creature possessing
a single mind. The reveler must be at least 5th level
before selecting this evolution.
Water Telekinesis (Su) When immersed in water, the reveler can manipulate
water to affect creatures and objects within 500 feet
that are in contact with the same body of water. This
functions as the combat maneuver form of the
telekinesis spell (caster level equal to the reveler’s
barbarian level, combat maneuver bonus equal to her
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barbarian level + her Charisma modifier), including
the need to maintain concentration. This ability also
allows her to create a small waterspout as a standard
action once per round, striking an opponent within
100 feet with a blast of water as a ranged attack that
deals 7d6 points of bludgeoning damage. The reveler
must be at least 11th level before selecting this
evolution.
Waveglide (Su) The reveler can create waves and currents to double
or halve the speed of creatures or objects traveling on
the surface of the water, affecting up to 100
contiguous 5-foot squares in a shapeable area
(typically enough for one warship or two small sailing
ships). This ability has a range of 1,000 feet, requires
line of effect to some part of the area, and lasts as long
as the reveler concentrates. An unwilling target can
ignore the effect for 1 round by succeeding at a Will
saving throw (DC 10 + 1/2 her barbarian level + her
Charisma modifier). The reveler must be at least 6th
level before selecting this evolution.
Wild Empathy (Su) This works like the druid's wild empathy class feature,
except the reveler has a +6 racial bonus on the check.
The reveler's effective druid level is equal to her
barbarian level for determining her total modifier to
the check.
3-Point Evolutions
Blend With Light (Su) The reveler becomes one with the light, making
herself harder to see. When in bright or normal light,
the reveler gains the effects of total concealment. If
she is flying using wings, this effect is reduced to
partial concealment. In areas of dim light or lower,
this ability ceases to function, but she retains
whatever concealment is appropriate for the light
level. The reveler must be 5th level or higher before
selecting this evolution.
Red Cap (Su) The reveler can gain benefits from the blood of her
foes. If the reveler is wearing a cap dipped in the
blood of a foe whose CR is at least half of her
character level that she helped to kill, she gains fast
healing 1 and a +2 racial bonus to all damage rolls.
Dipping the cap takes a standard action. As long as
she possesses this ability (even if she is not currently
gaining the benefits of it), whenever anyone presents
a good-aligned holy symbol as part of a standard
action, such as when channeling energy or casting a
spell with a divine focus component, the reveler must
make a Will save (DC 10 +1/2 the HD of the presenter
+ its Cha modifier) or become frightened for a minute
and attempt to flee. Even if she succeeds at the saving
throw, the reveler is shaken for 1 minute. These effects
are caused by disgust, rather than fear, and so they do
not have the fear descriptor, the effects do not stack,
and are not affected by immunity to fear. The reveler
must be at least 9th level before selecting this
evolution.
For 1 additional evolution point, the reveler can
increase the fast healing to 3 and the bonus to damage
rolls to +4, but the DC of the Will save to avoid
becoming frightened increases by +2. The reveler
must be at least 12th level before selecting this
augmentation.
Supernatural Speed (Su) The reveler’s incredible speed makes her too fast to
see. When she stands completely immobile for at least
a full round, she is effectively invisible. Otherwise, her
shape blurs and shimmers with speed, granting her
concealment (20% miss chance). If she ever succumbs
to a slow effect, she loses all benefits of this evolution
and is instead sickened for the duration of the slow
and for one round thereafter. The reveler must be at
least 3rd level before selecting this evolution.
Tricky Thief (Su) The reveler is adept at fighting dirty with her pliers.
While using a set of pliers in tandem with a steal or
dirty trick combat maneuver, she receives a +4 racial
bonus on the combat maneuver check. Against foes
with fingers or teeth, she can use a dirty trick combat
maneuver with her pliers to pinch an opponent's
fingers, or a steal combat maneuver to steal an
opponent's tooth. A finger pinch deals 1 point of
Dexterity damage. Stealing a tooth deals 1 point of
Charisma damage and 1 point of bleed damage. If the
stolen tooth is reattached within 10 minutes and the
character receives any amount of magical healing, the
tooth reattaches, the bleed damage ends, and the
Charisma damage is cured.
4-Point Evolutions
Death’s Calling (Su) [Undead] Once per day as a standard action, the reveler may
place death’s calling on a target within 60 feet
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(Fortitude save DC 10 + 1/2 her barbarian level + her
Charisma modifier negates). If the reveler knows and
speaks the target’s name, the target takes a –2 penalty
on the save. If the victim fails the save, he becomes
staggered for 1d6 rounds. For the next 24 hours (or
until the reveler is slain), all critical hits against the
victim automatically confirm. Finally, the victim
automatically fails all Constitution checks to stabilize
while dying. This is a mind-affecting curse effect. Only
a reveler with access to the dullahan mask can gain
this evolution, and she must be at least 11th level
before selecting it.
Haste (Sp) The reveler’s incredible speed offers her numerous
advantages in combat. She is constantly under the
effects of the haste spell. The reveler must be at least
12th level before selecting this evolution.
Shadow Doubles (Su) Once per day as a free action, the reveler can conjure
up to four shadowy duplicates, which appear
anywhere within 60 feet of the reveler and last a
number of rounds equal to the reveler's Charisma
modifier. These shadow doubles are identical to the
original in all respects except that when conjured they
have a number of hit points equal to 20% of the true
reveler's total hit points. The doubles have all of the
true reveler's melee attacks and abilities, including
any other abilities granted by the reveler’s current
mask, except they can't create more shadow doubles
or use any other abilities limited per day. The copies
possess non-magical versions of all the original’s
equipment. Any creature that interacts with a shadow
double can attempt a Will save to disbelieve the
duplicate (DC 10 + 1/2 the reveler’s barbarian level +
her Charisma modifier). Against a creature that
recognizes a shadow double for what it is, the double
functions as a shadow conjuration. Shadow doubles
take double damage from spells with the light
descriptor. If the true reveler is slain, rendered
unconscious, or ever more than 120 feet from a
shadow double, all duplicates instantly vanish. The
reveler must be at least 12th level before selecting this
evolution.
Stymie Channeling (Su) The reveler is surrounded by a aura that disrupts
attempts to channel energy. Any creatures channeling
energy within 20 feet of the reveler must succeed at a
Will save (DC 10 + 1/2 the reveler’s barbarian level +
her Charisma modifier) or be unable to channel for
that round. The use is not lost, but the action is
wasted. The reveler must possess the blasphemous
resistance evolution to take this evolution.
Tresses (Su) The reveler gains long, powerful hair capable of
making four secondary bludgeoning natural attacks
per round. Each of these attacks deals 1d4 points of
damage for a Medium reveler. The reveler can select
the tresses when taking the Grab evolution. If she
does so, she adds her Charisma modifier in addition
to her Strength modifier when using Grab with her
tresses. The reveler must be at least 9th level before
selecting this evolution.
Unearthly Grace (Su) The reveler’s otherworldly beauty protects her from
harm. She gains her Charisma modifier as a racial
bonus on all her saving throws and as a deflection
bonus to Armor Class. The reveler must be at least
11th level and possess at least 19 Charisma before
selecting this evolution.
Unluck Aura (Su) The reveler radiates an aura of unluck to a radius of
20 feet. Any other creature in this area must roll two
d20s whenever a situation calls for a d20 roll (such as
an attack roll, a skill check, or a saving throw) and
must use the lower of the two results generated. Each
time this causes the roll to fail, the victim receives a
Will save (DC 10 + 1/2 the reveler’s barbarian level +
her Charisma modifier) to negate this effect and
become immune to the reveler’s unluck aura for 24
hours. This special saving throw is unaffected by the
aura of unluck. This is a mind-affecting effect that
does not work on animals, gremlins, or gnolls. Any
character who gains any sort of luck bonus (such as
that granted by a luckstone or divine favor) is immune
to the reveler’s unluck aura. The reveler must be at
least 11th level before selecting this evolution.
For 2 additional evolution points, the reveler can
strengthen the aura so that it does not offer any saving
throw to negate the effects for 24 hours. The reveler
must be at least 15th level before selecting this
enhancement.
Tane Evolutions
These evolutions do not have an evolution point cost
because they are only available on their own
particular tane masks.
Adaptive Defense (Su) When damaged by an attack that causes cold,
electricity, fire, or sonic damage, the reveler gains
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resistance 30 to that energy type until the end of her
next turn. If an attack causes more than one type of
energy damage, she gains resistance 30 to all the types
of energy damage dealt.
Air Walk (Sp) The reveler is constantly under the effects of the air
walk spell.
Bandersnatch Rake (Ex) This evolution acts as the Rake evolution, but the
reveler can make up to 4 rakes instead of 2.
Bounding Charge (Ex) The reveler can charge through difficult terrain.
Burble (Su) The reveler can burble once every 1d4 rounds as a
standard action. This blast of strange noises and
shouted nonsense in the various languages known to
the reveler (and invariably some languages she
doesn’t know) affects all other creatures within a 60-
foot-radius spread—these creatures must make a Will
save (DC 10 + 1/2 the reveler’s barbarian level + her
Charisma modifier) or become confused for 1d4
rounds. Alternatively, the reveler can focus her burble
attack to create a 60-foot line of sonic energy that
deals 20d6 points of sonic damage Reflex save for half
at the same DC. The confusion effect is mind-
affecting; both are sonic effects.
Deadly Bite (Ex) The reveler applies 1-1/2 times her Strength modifier
to damage dealt by her bite attack. A successful
critical hit decapitates and instantly slays a Large or
smaller victim (Fort DC 10 + 1/2 the reveler’s
barbarian level + her Strength modifier negates
decapitation; creatures without a head are immune to
this effect) and deals triple normal damage regardless
of the decapitation result.
Electrical Jolt (Su) Every time a creature strikes the reveler with a metal
melee weapon, arcs of electricity deal 1d10 points of
damage to the attacker.
Entangling Chains (Su) The reveler can control the six chains that hang from
her body as if they were her own limbs. As a standard
action, she can cause these chains to snake outward to
a radius of 30 feet. All creatures in this area take 10d6
points of slashing damage and become entangled—a
Reflex save (DC 10 + 1/2 the reveler’s barbarian level
Entangling Chains
+ her Dexterity modifier) halves the damage and
negates the entangled condition. An entangled
creature can escape with a Reflex save at the same DC
or a DC 30 Escape Artist check made as a full-round
action. The chains can only hold up to six creatures,
one for each chain, and she must release all creatures
from being entangled to use this ability again. The
chains can also be sundered (hardness 10, hp 20,
Break DC 28), and for each chain missing, the damage
decreases by 1d6 and the DC decreases by 2. If all six
chains are severed, the reveler cannot use this ability.
The reveler creates these chains from her own body—
destroyed chains take 24 hours to regrow, even if the
reveler removes this mask.
Eye Rays (Su) The reveler can project beams of fire from her eyes as
a ranged touch attack as a standard action, with a
range increment of 60 feet. She projects two beams,
and can target different creatures with these beams if
she wishes as long as both targets are within 30 feet of
each other. A creature that takes damage from an eye
beam suffers Jabberwock Burn if the reveler possesses
it.
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Fear of Vorpal Weapons (Ex) Though she gains the strength of the jabberwock, the
reveler also gains its primal fear of vorpal weapons. As
soon as she takes damage from a vorpal weapon, she
becomes shaken for 1 round. If she is hit by a critical
threat from a vorpal weapon, whether or not the
critical hit is confirmed, she is staggered for 1 round.
The staggering effect on a critical is not a fear effect.
Jabberwock Burn (Ex) This ability acts like the Burn evolution, but it applies
to all the reveler’s natural attacks as well as her Eye
Rays, in addition to affecting enemies who make non-
reach melee attacks against the reveler. The damage
each round from Jabberwock Burn is 6d6.
Jabberwock Damage Reduction (Ex) The reveler gains damage reduction 5/vorpal. Only
weapons with the vorpal enhancement bypass this
damage reduction. This evolution may be selected
twice. The second time, the damage reduction
increases to 15/vorpal.
Lash Out (Ex) As a swift action, the reveler can make a single attack
with a bite, claw, or tail slap. She cannot lash out on
the same round she charges.
Pain (Ex) Whenever a creature takes damage from the reveler's
tail slap attack, quills, or quill defense, that creature
must make a Reflex save (DC 10 + 1/2 the reveler’s
barbarian level + her Dexterity modifier) or a quill
lodges in its flesh, causing the creature to become
sickened until the quill is removed. Removing one
quill requires a DC 20 Heal check made as a full-
round action. For every 5 by which the check exceeds
the DC, one additional quill can be removed. On a
failed check, a quill is still removed, but the process
deals 1d10+6 points of damage to the victim.
Planar Acclimation (Ex) The reveler is always considered to be on her home
plane, regardless of what plane she finds herself upon.
She never gains the extraplanar subtype.
Plant Traits (Ex) The reveler transforms almost entirely into a plant.
She becomes immune to mind-affecting effects,
paralysis, poison, polymorph, sleep effects, and
stunning.
Powerful Charge (Ex) When charging, the reveler can make a single gore
attack with base damage dice as though she were two
size categories larger, adding twice her Strength
bonus.
Quick Recovery (Su) When debilitated, the reveler recovers with
frightening speed. If she starts her turn affected by
any or all of the following conditions, these conditions
end at the end of her turn: confused, dazed, dazzled,
exhausted, fatigued, nauseated, sickened, and
stunned. Furthermore, if she is affected by ability
damage, ability drain, or mind-affecting effects that
allow saves, then she receives a single additional save
against the effect from that list of her choice at the
original DC at the end of her turn in order to shake off
the effect. If the additional save fails, she may not
attempt any further saves against that particular
effect.
Quill Defense (Ex) Any creature that strikes the reveler with a non-reach
melee weapon, unarmed strike, or natural weapon
takes 1d10 points of piercing damage from the
reveler's quills and suffers from the reveler's pain
attack.
Quills (Ex) With a snap of her tail, the reveler can loose a volley of
four quills as a standard action (make an attack roll
for each spike). This attack has a range of 300 feet
with no range increment. All targets must be within
30 feet of each other. The quills each deal 1d10
damage + the reveler’s Strength modifier. Launched
quills regrow in a single round, during which the
reveler’s defensive abilities are unaffected.
Sard Death Throes (Su) If the reveler dies while wearing this mask, her
remains explode with a blast of lightning into razor-
sharp splinters of wood. All creatures within 30 feet of
her when she explodes in this manner take 12d6
points of electricity damage and 12d6 points of
piercing damage. A Reflex save (DC 10 + 1/2
barbarian level + Constitution modifier) halves this
damage.
Sard Lightning (Sp) The reveler gains lightning bolt at will as a spell-like
ability. The save DC is equal to 13 + the reveler’s
Charisma modifier.
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Sard Poison (Ex) Thorn
Type poison, injury; Save Fort DC 10 + 1/2
barbarian level + Constitution modifier; Frequency
1/round for 6 rounds;
Effect 1d2 Dex and 4d6 electricity; Cure 2
consecutive saves.
Sard Slams, (Ex) The reveler gains two slam attacks as the Slam
evolution, despite having no arms. These slam attacks
deal 4d10 base damage and deal 4d6 extra electricity
damage each.
Shriek (Ex) Once every 1d6 rounds as a standard action, the
reveler can voice a piercing screech. All creatures
(other than the reveler and any jubjub birds) within a
60-foot-radius spread must succeed at a DC 10 + 1/2
the reveler’s barbarian level + her Constitution
modifier Fortitude save or be stunned for 1d4 rounds.
This is a sonic effect.
Talons (Ex) As the Claws evolution, but this evolution may be
placed without limit on the reveler’s legs.
Tane Breath Weapon (Su) As the Breath Weapon evolution, except that the
shape can be either an 80-foot cone or a 160-foot line,
the damage is 1d8 per barbarian level, and the reveler
can use the breath weapon every 1d4 rounds with no
daily limit.
Tane Fast Healing (Ex) The reveler gains fast healing 5. This evolution can be
taken multiple times. Each time, the reveler’s fast
healing increases by 5.
Thorns (Ex) The reveler can shoot 4 thorns as a full-round action
or 1 thorn as a standard action. Each thorn has a 180
foot range with no range increments. If a thorn hits, it
deals 2d8 damage + the reveler’s Strength modifier
and exposes the target to the reveler’s Sard Poison.
Vulnerability (Ex) Choose an energy type. The reveler takes one-and-a-
half times as much damage from attacks that deal the
chosen type of energy.
Whiffling (Ex) The reveler’s wings and violent motions create a
significant amount of wind whenever she makes a full
attack action. These winds surround her to a radius of
30 feet, and are treated as severe winds—ranged
attacks take a –4 penalty when targeting her while she
is whiffling, and medium creatures must make a DC
10 Strength check to approach her. Small or smaller
creatures in this area that fail a DC 15 Strength check
are blown away. See weather for further details on the
effects of severe winds.
Mythic Evolutions
The following evolutions can only appear in masks
with the Mythic descriptor.
Deadly Blessing (Su) The reveler can inspire others to burn bright but die
young. As a standard action, she can create a special
token that takes the form of a masterwork artisan's
tool for one Craft or Perform skill. The token persists
when the reveler no longer possesses this evolution,
but it has no power. Whenever the reveler possesses
the Deadly Blessing evolution, the intended recipient
of this tool gains a +4 bonus on skill checks made with
the token, but each such use drains 1 Constitution
from the recipient and either heals the reveler 5 hit
points or grants her 5 temporary hit points for one
hour. Temporary hit points from multiple uses of
Deadly Blessing stack with each other to a maximum
of the reveler’s total normal hit points. If the recipient
heals the Constitution drain while the reveler still has
temporary hit points, then for each point of
Constitution drain healed, the reveler loses 5
temporary hit points. Like with a cursed item, the
recipient prefers to use the token, refuses to get rid of
it, and finds that it returns if stolen or discarded. The
reveler can destroy the token as a standard action at
any range. She can have a number of tokens in
existence equal to her Mythic Rank. Only a reveler
with access to the leanan sidhe mask can gain this
evolution, and she must be at least 3rd level and
Mythic Rank 1 before selecting it.
For 2 additional evolution points, the reveler may
enhance the magic of a willing humanoid spellcaster
by touching him for 1 full round. The blessing allows
the target to recall a number of spell levels each day
equal to twice the reveler’s Mythic Rank. This
recalling works like a pearl of power, except it works
for spellcasters of any class (spontaneous casters
recover spent spell slots). Just as with the other use of
Deadly Blessing, the spellcaster suffers 1 point of
Constitution drain and the reveler either heals 5 hit
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points or gains 5 temporary hit points. If the
Constitution drain is removed before the end of the
day, the spellcaster loses the extra spell slots. The
reveler can end this blessing as a standard action at
any range. The number of blessed creatures she can
have at the same time is equal to her Mythic Rank.
Only a reveler with access to the leanan sidhe mask
can gain this enhancement, and she must be at least
Rank 3 before selecting it.
Mythic Fey Magic (Sp) The reveler’s mythic power allows her to emulate
powerful fey magic. She chooses either fear or steal
soul 3/day. She may only activate Mythic Fey Magic
while wearing a number of different masks equal to
her Charisma modifier each day. The caster level for
the spell-like ability is equal to her barbarian level,
and the save DC is either 14 + her Charisma modifier
(for the 3/day spell-like abilities) or 15 + her Charisma
modifier (for the 1/day spell-like abilities). The reveler
must have a Charisma of at least 15 and be at least
12th level and Mythic Rank 1 to select this evolution.
Normally, only a reveler with access to the chaneque
mask may select this evolution, but new mythic fey
could open up other 4th level spell-like abilities 3/day
or 5th level spell-like abilities 1/day.
Steal Soul (Su) As a ranged attack, the reveler can pelt an opponent
with a ritually prepared, soul-stealing fey skull. If the
skull strikes its target, he must succeed at a Will
saving throw (DC 10 + 1/2 the reveler’s barbarian
level + her Wisdom modifier) to prevent it from
ripping his soul from his body. If the victim fails the
saving throw, the skull temporarily devours his soul,
leaving him vulnerable to the commands of whoever
holds the skull. Thereafter, the skull's possessor (even
if the possessor is not the reveler) can use it to
command the victim, as the dominate person spell by
spending 1 point of mythic power. An initial or
secondary Will saving throw can negate the dominate
effect, which necessitates spending additional mythic
power to renew it. The soul remains stolen until the
possessor chooses to release the victim or the skull is
destroyed. While the reveler can carry multiple skulls
on her belt, she can only have one soul stolen at any
given time, even if she gains this evolution on multiple
masks. Only a reveler with access to the chaneque
mask can gain this evolution, and she must be at least
9th level and Mythic Rank 1 before selecting it.
Mythic Fey Magic
Feats
Honestly, the lion-hilted blade looked pretty silly,
andhy would you cool a forged blade in alcohol
anyway? I was in the midst of once again
questioning the wisdom of relying upon Astrid’s
hunch when I felt the gorge rising in the back of my
throat as my worst fears began to play out in front of
my eyes.
It might creep you out to hear that the bogeyman
slunk out of the darkness, whispering in a menacing
voice, but the truth was actually more like the human
condition. Nasty, brutish, and short. The creature
made no sound, but simply emerged from the
darkness and struck me with a claw. The lion on the
blade roared. Okay, I know that’s about the most
cliched thing that could have happened, but it did.
Somehow, perhaps because of the absurdity of it all, I
began to laugh, and the fear melted away. Lady, but
this sword was ridiculous!
The bogeyman’s mouth might have been hanging
open in shock if he had one. As it was, I managed a
series of quick, graceful strikes that ended the
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creature’s reign of terror. I felt a bit drunk on the
rush. And then I realized, somehow the blade had
freed me from the creature’s power. Task revelers
like Astrid, as a rule, are considered second-class to
other masquerade revelers at best. Anyone who could
hold the same mask and perform a single-minded
action over and over again didn’t understand the
ever-changing nature of the masquerade. I myself
have often thought the same. But I realized that
Astrid’s forge was also a place of change and
transformation. And that day, I learned a little more
about the masquerade, something that the short-
sighted revelers will always miss. Oh, and I also
killed a bogeyman. With a lion sword forged in
feywine.
—Melusine, Autumn’s Whisper
Beast Reveler You feel a wild beast within you that you can release
in the throes of revelry.
Prerequisites: Nine or more masks
Benefit: You may wear masks corresponding to
forms other than bipeds. You may choose any of the
listed masks with the Beast descriptor when selecting
new masks. Since the realm of Faerie is a place of
constant evolution and change, you can also create
your own faerie beast mask with the Beast descriptor
using one of the base forms listed in the table below.
While wearing a mask with the Beast descriptor, you
may never gain the Hands (Arms) evolution or wield
weapons through any means. Additionally, you may
not wear armor or gain an armor bonus through any
means. However, you gain a base natural armor bonus
equal to that of an eidolon belonging to a summoner
of your masquerade reveler level.
Normal: A masquerade reveler is considered to be a
biped form eidolon with the arms and legs evolution.
Form Benefit
Aquatic Bite, Improved Natural Armor, Gills, Swimx2
Avian Bite, Flight, Limbs (Legs) Quadruped Bite, Claws, Limbs
(Legs)x2 Serpentine Bite, Climb, Reach (Tail),
Tail, Tail Slap
Chimerical Masquerade You have worn so many masks that you can, with
great effort, wear multiple guises at the same time.
Prerequisites: 3 or more masks
Benefit: When entering a masquerade, you may
choose to divide your evolution points evenly
(rounded down) among any number of your masks.
Deep Masquerade
However, each round of masquerade you must spend
a number of masquerade rounds equal to the number
of masks you chose.
Deep Masquerade When you enter a masquerade, you gain more of the
mask’s power but keep less of yourself.
Prerequisites: Masquerade class feature
Benefit: When you enter a masquerade, you can
designate it as a deep masquerade. If you do, you lose
access to all of your rage powers, but you gain
additional power from your mask. If the mask is listed
here, use the next highest version if you are high
enough level to qualify. For all other masks, select an
additional 2 evolution points worth of evolutions
when you select this feat to use during a deep
masquerade. Once selected, these additional
evolutions cannot be changed unless you switch out
the mask entirely.
Extra Mask You have mastered more masks than others who
dance the masquerade.
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Prerequisites: Masquerade class feature
Benefit: You gain one additional mask. You still
must meet the mask’s prerequisites.
Fell Reveler You have heard the whispers of fey beyond death, and
they pervade your dreams and your revelry.
Prerequisites: Three or more masks
Benefit: You may wear masks corresponding to
undead strongly connected with the fey. You may
choose any of the listed masks with the undead
descriptor when selecting new masks. While using
your masquerade ability and wearing those masks,
you gain the 2 evolution point version of the Undead
Appearance evolution. If you have Elaborate Masks,
you gain the 4 evolution point version of Undead
Appearance. If you have Avatar of a Thousand Masks,
you gain the 6 evolution point version.
Normal: A masquerade reveler can never select the
channel resistance, undead appearance, or unnatural
aura evolutions
Fey Spirit Your connection to the fey during the masquerade is
unusually strong
Benefit: When wearing a listed mask with the Fey
descriptor during a masquerade, you gain Low-Light
Vision and count as both Fey type and your original
type. If the mask you are wearing already has Low-
Light Vision, you gain Improved Natural Armor
instead.
Mythic Reveler Your mythic power strengthens your masquerade,
allowing you to emulate the powers of mythic fey.
Prerequisites: Three or more masks, Mythic Rank 2
Benefit: You may choose any of the listed masks with
the mythic descriptor when selecting new masks.
Donning any of these masks costs one point of mythic
power.
Tane Reveler During your revelry, you feel the deepest power of the
fey lords pulsing within your veins, waiting to be
unleashed
Prerequisites: Intricate Masks class feature, Twelve
or more masks, Beast Reveler, Deep Masquerade
Benefit: Choose one of the listed masks with the
Tane descriptor to be your next new mask. When
using your deep masquerade ability, you can wear the
lesser version of the selected Tane mask, but it costs 3
rounds of masquerade for every round you spend
wearing that mask and you do not gain any extra
Tane Reveler
evolutions from deep masquerade. If you possess the
Avatar of a Thousand Masks ability, you can instead
wear the greater version of the Tane mask you
selected. Since all Tane masks also have the Beast
descriptor, follow all rules from Beast Reveler. Also,
since Tane evolutions have no cost, the reveler can
never gain them with Become the Mask.
Special: You may select this feat multiple times.
Each time you select this feat, you may choose an
additional Tane mask to be your next new mask.
Task Reveler When you set your mind on a particular task, your
masquerade carries you through.
Prerequisites: Masquerade class feature
Benefit: While in a masquerade, if you begin a skill
check, Wild Empathy check, Vermin Empathy check,
or any other single check that requires more than a
single round to complete, you may choose to spend
two rounds of masquerade as a swift action. If you do
so, so long as you consecutively work on that single
check without interruption, the remaining rounds of
masquerade you spend do not count against your
daily limit.
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Magic Items
Sometimes, they ask me why I don’t wear a mask of
lost identity. Many revelers consider it to be the
single most powerful item they could possibly find.
But they have never run into the gancanagh fey lord
Peitho the Dollmaster.
I had the misfortune to come across the Dollmaster
and the fortune to escape the encounter as a version
of myself that was still recognizable. His masked
Dolls attend him, but they aren’t constructs. Each one
was once a powerful mortal adventurer or immortal
in their own right. Sporting specially tailored masks
of lost identity that mockingly recall who they once
were, these piteous creatures were once paladins,
bards, succubi, nymphs, and all manner of heroes,
villains, and immortals, but now they have lost all of
that. All that is left of them is to serve him, and
whatever else he invents to feed his own twisted
sense of humor. He might decide that a paladin and
an antipaladin are best friends now, and dress them
up in matching outfits, one white and one black.
That vile creature sickens me. I may never be
powerful enough to stand against him, but if ever I
am, he will be the first to fall before my blade. I hope
you can see now why I would never consider putting
one of those things on my face.
—Melusine, Autumn’s Whisper
Mask of Lost Identity Aura strong transmutation; CL 15th
Slot head; Price 25,000 gp; Weight 1 lb.
Description
This vibrantly colored masquerade skull mask seems
to change its shape, pattern, and colors based on the
wearer’s mood, although on closer examination, the
mask might be shifting before the wearer.
The wearer gains a +5 competence bonus on all
Disguise checks, and ignores all circumstance
penalties to Disguise that would be directly generated
by wearing a mask. She may alter her appearance at
will to any Small or Medium form of humanoid shape
as though using alter self, but she neither gains nor
loses any abilities or ability scores. However, she can
never disguise the fact that she is wearing a mask,
through magical or mundane means. Even if she puts
a bag or other object over her head, a mask appears on
the outside of the new head covering. If the wearer of
the mask of lost identity is a masquerade reveler, she
gains 1 additional evolution point worth of abilities
when using the Become the Mask ability.
Mask of Lost Identity
While wearing the mask of lost identity, the wearer
suffers a –2 penalty to saves against figments and
abilities that affect her memory, confuse her, or inflict
insanity. Additionally, her trouble determining her
own identity is exacerbated by magical influences.
While under a charm or compulsion effect, she never
receives an additional saving throw for being
commanded to perform an act against her nature,
though she can still recognize harmful or dangerous
acts.
Construction
Requirements Craft Wondrous Item, alter self,
modify memory; Cost 12,500 gp.
Masked Shawl Aura moderate transmutation; CL 9th
Slot chest; Price 10,000 gp; Weight —
Description
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This delicate shawl is woven of intricate patterns with
shifting poems in Sylvan script.
If the wearer is a masquerade reveler, she can spend
an hour dancing a faerie minuet and attempt a DC 20
Perform (dance) check. If she is successful, she can
choose one of her masks and store its power within
the shawl, appearing as a brooch in the shape of a tiny
mask. She may not store a mask with the Beast or
Undead descriptor, even if she has the appropriate
feats to use them. When entering a masquerade, she
can no longer choose to wear the mask stored within
the shawl. However, as a swift action, she can switch
back and forth between the mask she selects when
entering her masquerade and the mask stored within
the shawl. Changing or removing the stored mask
each require another hour of dancing and a DC 20
Perform (dance) check. Only the masquerade reveler
who stored her mask in the shawl can switch to that
mask, and she can dance to remove the stored mask
even if the shawl is no longer in her possession.
If the wearer stores the Nereid Mask within the
masked shawl, she gains the Gills and Swim
evolutions even when not in masquerade.
Additionally, she uses the 6 point version of the
Nereid Mask during her masquerade. If she possesses
the Elaborate Masks ability, she instead gains the 8
point version of the Nereid Mask, and if she possesses
the Avatar of a Thousand Masks ability, she keeps the
8 point version and gains the Nereid special ability
Beguiling Aura. However, she also gains the Nereid
weakness Shawl, tied to the masked shawl, even when
not in her masquerade. This effect persists even after
the masked shawl is destroyed. This includes the
ability to recraft the shawl from water in 1d4 hours by
making a DC 25 Will Save. If successful, the new
shawl is permanent and has all the powers of the
masked shawl, including the fact that the wearer has
stored the Nereid Mask’s powers within the shawl.
Construction
Requirements Craft Wondrous Item, shrink item,
touch of the sea; Cost 5,000 gp
Stilettos of Dancing Forms Aura moderate transmutation; CL 9th
Slot feet; Price 10,000 gp; Weight —
Description
These sequined stilettos trace faintly-glowing patterns
of colorful, twinkling dust just behind each of the
wearer’s steps. Whenever the wearer moves, all
squares she enters glow as the light spell for one
round.
If the wearer is a masquerade reveler, she may choose
to dance her way through a gradual transformation
whenever she enters a masquerade. On the first round
of her masquerade, she only gains one evolution point
worth of abilities from her mask, gaining one
additional evolution point of abilities each round. If
she doesn’t have enough points to gain another ability
from that mask, the remaining evolution points have
no effect until later rounds when she gains more
evolution points. If the wearer possesses the Intricate
Masks ability, she gains two evolution points worth of
abilities each round instead of one. In exchange for
the delayed evolutions, she receives several benefits.
First, any rounds of masquerade in which she does
not possess her full complement of evolution points
cost only half a round of masquerade (rounded up).
Second, when she ceases spending rounds of
masquerade, the dance dies down more gradually as
well; she loses one evolution point of abilities (or two
if she possesses Intricate Masks) each round until all
are gone (except those that she chooses to keep using
with Become the Mask), and then she becomes
fatigued. The length of the fatigue is twice the number
of total masquerade rounds she spends. She cannot
use this ability with masks of the Beast or Undead
descriptor, even if she possesses the appropriate feats
to use them.
Construction
Requirements Craft Wondrous Item,
transformation; Cost 5,000 gp
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Rite Publishing Presents
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By Elaine Betts and Justin P. Sluder