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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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OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000

Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

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2000-2005, Wizards of the Coast, Inc.; authors Jonathan Tweet, Monte Cook, Skip

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Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason

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Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor,

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Tork Shaw, and Russ Taylor.

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LLC; Author: Jason Bulmahn

Pathfinder Adventure Path #36: Sound of a Thousand Screams. © 2010, Paizo

Publishing, LLC; Author: Richard Pett.

Pathfinder Adventure Path #63: The Asylum Stone © 2012, Paizo Publishing, LLC;

Author: James L. Sutter.

Baobhan Sith from the Tome of Horrors Complete, Copyright 2011, Necromancer

Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

Pathfinder Adventure Path #38: Racing to Ruin. © 2010, Paizo Publishing, LLC;

Author: Tim Hitchcock.

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LLC; Author: Greg A. Vaughan.

Pathfinder Campaign Setting: Inner Sea Bestiary © 2012, Paizo Publishing, LLC;

Authors: Jim Groves, James Jacobs, Rob McCreary, Erik Mona, Jason Nelson, Patrick

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Author: Mike Shel.

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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