Anabstercorian
First Post
"My god... Look at his face!!! LOOK AT HIS FACE!"
There is a force in the world of fell power, concerned with things beyond sane men. They sacrifice everything for knowledge and power, becoming mysterious mages of terror. They hide their magic, and their faces, behind masks, and it is said that to peer behind that shield of secrecy is to face certain death. They are...
Blood Masks
Requirements:
Craft (Masks): 4 ranks
Craft Wondrous Item
Silent Spell
Voiceless Spell
Still Spell
Alignment: Any Evil
Special: Craft and don a Cabalist's Mask
New Feat: Voiceless Spell
VOICELESS SPELL [Metamagic]
You have learned how to cast spells without sound at the expense of your voice.
Prerequisites: Silent Spell
Benefit: All of your spells can be cast without verbal components, as by Silent Spell.
Special: A character must tear out his tongue and vocal chords to use this feat. Should he ever utter a sound, all benefits from this spell are lost until he once again tears out his tongue and vocal chords.
HD: d4
Skills: As wizard
Saves: As wizard
Special Abilities:
1: Chosen Mask, Mask Focus, Mutilation
2: Mask Component, Mask Casting (1)
3: Drama
4: Mask Casting (2), Mutilation
5: Grand Mask (1)
6: Mask Casting (3)
7: High Drama, Mutilation
8: Mask Casting (4)
9: The Forbidden Visage
10: Mask Casting (5), Grand Mask (2), Mutilation
These abilities will be described in detail - For now, I provide a brief summary.
Chosen Mask: Your Cabalists Mask becomes as part of you as your soul. Should it be destroyed, you lose experience as though it were a familiar.
Mask Focus: You may use your Mask as a focus for any spell that requires one. Any spell that specifically requires a mask as a focus gains a +1 bonus to the save DC.
Mutiliation: You mutilate your face in a horrible, debilitating way as part of a daylong magical ritual, gaining magical power at the expense of health.
Eager Eyes (Su): You remove your eyelids, gaining Darkvision out to 60 feet, but also a -10 penalty to Spot checks.
Open Eyes (Su, Requires Eager Eyes): You remove your eyes completely, replacing them with magical sensors like those of the undead. You go blind but retain your Darkvision and also gain Bloodsight, the ability to see blood and sense the presence creatures with blood out to 60 feet even through magical darkness.
Third Eye (Sp): You open a vertical gash in your forehead to the skull. This permanently doubles the threat range of all attacks against you, but lets you use one 0-th level spell as a spell like ability at will.
Mind's Eye (Sp, Requires Third Eye): You open a vertical gash in your forehead to the brain. This TRIPLES the threat range of all attacks against you, replacing the increase from Third Eye, but you may now use any 0th level spell you can cast as a spell like ability at will.
Smell Blood (Su): You remove your nostrils, granting you the ability to smell blood as the Scent ability out to a range of 60 feet (30 feet against the wind, 120 feet with it.) However, you suffer a -4 penalty to all fortitude checks to resist disease.
Skeletal Visage (Requires Smell Blood): You remove your nose, granting you the Scent ability with a range of 60 feet. However, your penalty to fortitude saves to resist disease increases to -8.
Naked Maw: You remove your lips, exposing your teeth and gums, filling your body with a destructive resonance that grants you a +2 Profane bonus to all saving throw DC's for damaging spells, but requires you to eat flesh from a sentient creature each day or suffer one negative level until you do.
Drooling Blood (Requires Naked Maw): You cut your lower jaw in half, using each half independently as gnashing mandibles and enhancing the destructive resonance within you. You add bonus damage equal to your caster level whenever you cast a damaging spell, but you must eat flesh from a sentient creature each day or suffer two negative levels until you do, taking 1d4 points of damage daily as well.
Brand Rune: You brand runes of power on to your face, permanently reducing your constitution by 2 but granting you Sonic, Fire, Cold, Acid, and Electricity resistance equal to your caster level.
Caress of Fire (Requires Brand Rune): You scar your entire face with searing flames, permanently reducing your constitution by two again but granting you Sonic, Fire, Cold, Acid, and Electricity resistance equal to twice your caster level.
Mask Component: You gain Eschew Components (Tome and Blood) as long as you are wearing your mask. Expensive components can be built directly in to the mask and are consumed without requiring them to be carried in a pouch and retrieved.
Mask Casting: You may use facial tics, twitches, and contortions as somatic components for spells, allowing you to ignore armor check penalities and cast spells in a grapple. Additionally, these tics are hidden behind your mask, penalizing Spellcraft checks to identify the spell as if it were cast using the . Only spells of a level no more than your Cabalist level divided by two can be cast this way.
Drama: You can alter the expression on your Chosen Masks face as though it were your own.
Grand Mask: You can place additional magical enchantments on your chosen mask as though it had no enchantments already on it, creating an extraordinarily valuable and vulnerable magical item. This can be done as many times as your level divided by five.
For example, you may enchant your Chosen Mask as a Mask of the Skull. Normally this would cost twice the market price of the Mask of the Skull, since you are adding those abilities to an already enchanted item. However, since you have Grand Mask (1) your mask can hold one additional enchantment at no extra cost, allowing you to enchant it for the normal market price.
High Drama: As Drama, but you can change the appearance of the mask to anything, shifting it between faces as a free action once per round.
The Forbidden Visage: Those who look upon your unmasked face must make a Fortitude save (DC 10 + Charisma bonus + half your Blood Mask level) or suffer the full penalties for all of your Mutilations but none of the benefits for 3d4 rounds.
There is a force in the world of fell power, concerned with things beyond sane men. They sacrifice everything for knowledge and power, becoming mysterious mages of terror. They hide their magic, and their faces, behind masks, and it is said that to peer behind that shield of secrecy is to face certain death. They are...
Blood Masks
Requirements:
Craft (Masks): 4 ranks
Craft Wondrous Item
Silent Spell
Voiceless Spell
Still Spell
Alignment: Any Evil
Special: Craft and don a Cabalist's Mask
New Feat: Voiceless Spell
VOICELESS SPELL [Metamagic]
You have learned how to cast spells without sound at the expense of your voice.
Prerequisites: Silent Spell
Benefit: All of your spells can be cast without verbal components, as by Silent Spell.
Special: A character must tear out his tongue and vocal chords to use this feat. Should he ever utter a sound, all benefits from this spell are lost until he once again tears out his tongue and vocal chords.
HD: d4
Skills: As wizard
Saves: As wizard
Special Abilities:
1: Chosen Mask, Mask Focus, Mutilation
2: Mask Component, Mask Casting (1)
3: Drama
4: Mask Casting (2), Mutilation
5: Grand Mask (1)
6: Mask Casting (3)
7: High Drama, Mutilation
8: Mask Casting (4)
9: The Forbidden Visage
10: Mask Casting (5), Grand Mask (2), Mutilation
These abilities will be described in detail - For now, I provide a brief summary.
Chosen Mask: Your Cabalists Mask becomes as part of you as your soul. Should it be destroyed, you lose experience as though it were a familiar.
Mask Focus: You may use your Mask as a focus for any spell that requires one. Any spell that specifically requires a mask as a focus gains a +1 bonus to the save DC.
Mutiliation: You mutilate your face in a horrible, debilitating way as part of a daylong magical ritual, gaining magical power at the expense of health.
Eager Eyes (Su): You remove your eyelids, gaining Darkvision out to 60 feet, but also a -10 penalty to Spot checks.
Open Eyes (Su, Requires Eager Eyes): You remove your eyes completely, replacing them with magical sensors like those of the undead. You go blind but retain your Darkvision and also gain Bloodsight, the ability to see blood and sense the presence creatures with blood out to 60 feet even through magical darkness.
Third Eye (Sp): You open a vertical gash in your forehead to the skull. This permanently doubles the threat range of all attacks against you, but lets you use one 0-th level spell as a spell like ability at will.
Mind's Eye (Sp, Requires Third Eye): You open a vertical gash in your forehead to the brain. This TRIPLES the threat range of all attacks against you, replacing the increase from Third Eye, but you may now use any 0th level spell you can cast as a spell like ability at will.
Smell Blood (Su): You remove your nostrils, granting you the ability to smell blood as the Scent ability out to a range of 60 feet (30 feet against the wind, 120 feet with it.) However, you suffer a -4 penalty to all fortitude checks to resist disease.
Skeletal Visage (Requires Smell Blood): You remove your nose, granting you the Scent ability with a range of 60 feet. However, your penalty to fortitude saves to resist disease increases to -8.
Naked Maw: You remove your lips, exposing your teeth and gums, filling your body with a destructive resonance that grants you a +2 Profane bonus to all saving throw DC's for damaging spells, but requires you to eat flesh from a sentient creature each day or suffer one negative level until you do.
Drooling Blood (Requires Naked Maw): You cut your lower jaw in half, using each half independently as gnashing mandibles and enhancing the destructive resonance within you. You add bonus damage equal to your caster level whenever you cast a damaging spell, but you must eat flesh from a sentient creature each day or suffer two negative levels until you do, taking 1d4 points of damage daily as well.
Brand Rune: You brand runes of power on to your face, permanently reducing your constitution by 2 but granting you Sonic, Fire, Cold, Acid, and Electricity resistance equal to your caster level.
Caress of Fire (Requires Brand Rune): You scar your entire face with searing flames, permanently reducing your constitution by two again but granting you Sonic, Fire, Cold, Acid, and Electricity resistance equal to twice your caster level.
Mask Component: You gain Eschew Components (Tome and Blood) as long as you are wearing your mask. Expensive components can be built directly in to the mask and are consumed without requiring them to be carried in a pouch and retrieved.
Mask Casting: You may use facial tics, twitches, and contortions as somatic components for spells, allowing you to ignore armor check penalities and cast spells in a grapple. Additionally, these tics are hidden behind your mask, penalizing Spellcraft checks to identify the spell as if it were cast using the . Only spells of a level no more than your Cabalist level divided by two can be cast this way.
Drama: You can alter the expression on your Chosen Masks face as though it were your own.
Grand Mask: You can place additional magical enchantments on your chosen mask as though it had no enchantments already on it, creating an extraordinarily valuable and vulnerable magical item. This can be done as many times as your level divided by five.
For example, you may enchant your Chosen Mask as a Mask of the Skull. Normally this would cost twice the market price of the Mask of the Skull, since you are adding those abilities to an already enchanted item. However, since you have Grand Mask (1) your mask can hold one additional enchantment at no extra cost, allowing you to enchant it for the normal market price.
High Drama: As Drama, but you can change the appearance of the mask to anything, shifting it between faces as a free action once per round.
The Forbidden Visage: Those who look upon your unmasked face must make a Fortitude save (DC 10 + Charisma bonus + half your Blood Mask level) or suffer the full penalties for all of your Mutilations but none of the benefits for 3d4 rounds.
Last edited: